[osg-users] render to texture only delivers black texture

2008-07-10 Thread Steffen Kim
Hi everyone.

I have some issues with rendering to a texture.

I am writing a plug-in for an application.
This application has a main-viewer-window, where it displays a scene.
My plug-in has an own window with a new viewer and everything.

The new window now needs a texture showing what the main window displays right 
at this moment.
I need it to use it later on with an API for interlacing but for now I just 
want to show it in the plug-in-window to see whether rendering-to-texture works 
as it should.

That is why the plug-in-window show a screen-aligned-quad that displays this 
texture. If I use an image as texture of the quad everything works as it 
should, so my plug-in-window should be fine the way it is.
But if I use the texture I render using a camera in the main application's 
scene I just get a black texture.

I create the following camera using information of the camera of the main 
application which I get via an interface named _billInterface and attach the 
texture:

osg::Camera* camera = new osg::CameraNode();

camera-setCullingActive(false);
camera-setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// Set camera properties according to the main camera of the main 
application
osg::Camera* billCamera = _billInterface-getCamera();

camera-setViewport(0,0,_billInterface-getGraphicsContext()-getTraits()-width,_billInterface-getGraphicsContext()-getTraits()-height);
camera-setProjectionMatrix(billCamera-getProjectionMatrix());
camera-setViewMatrix(billCamera-getViewMatrix());
camera-setReferenceFrame(billCamera-getReferenceFrame());
camera-setStateSet(billCamera-getStateSet());

camera-setRenderOrder(osg::CameraNode::PRE_RENDER,1);

camera-setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
camera-attach(osg::CameraNode::COLOR_BUFFER, texture.get());


Then I add the scene of the main application to the camera so that it shows 
this scene.

camera-addChild(_billInterface-getScene());

Now I take this camera and put it into the scene graph of the main application:

_billInterface-getRootNode()-getParent(0)-addChild(camera);

(That way it is on one depth with the rootNode of the scene and the node 
containing the HUD. I put it in there so that the camera's output is rendered 
into the texture everytime the viewer of the main application is updated.)


I know that I get a texture that way because the quad that holds this texture 
is normally red and after creating the camera and attaching the texture it 
turns black.

I guess that either some camera properties are wrong or I have to put the 
camera somewhere else.
Can someone give me a hint on what I might be doing wrong? What are the main 
things I have to take care of when doing render-to-texture?

Is the texture automatically updated everytime the scene containing my 
render-to-texture-camera is rendered?


Thanks in advance for any help,
Steffen
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Re: [osg-users] RE : multitextureing coordinates

2008-07-10 Thread Ulrich Hertlein

Peter Wraae Marino wrote:
Yea doing it using a shader is easier and more flexible, but is there a 
reason why we don't get access to do multitexture coordinates?
 
Jasons suggestion: osg::Geometry::setTexCoordArray() is not for 
multitexture coordinates, so I can't really use that.


Yes, Geometry::setTexCoordArray(unsigned int unit,Array*) is *exactly* for 
multi-texture coordinates (one array per texture unit).  They are fed to 
glMultiTexCoord internally.


Unless you're looking for something else entirely?  As was already mentioned, it 
doesn't work with ShapeDrawables.


Cheers,
/ulrich


I have create simple quad using osg::Geometry and I would like
to apply multitextering to it.
I'm missing a way to set  glMultiTexCoord using OpenSceneGraph.
 
Is there a way one can set glMultiTexCoord?


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Re: [osg-users] osgText background

2008-07-10 Thread Vincent Bourdier
Just a little up

No one has ever tried to put a background on a osgText ?

Thanks
Vincent.

2008/7/9 Vincent Bourdier [EMAIL PROTECTED]:

 Hi all,

 I'm looking at a way to put a geometry (planar surface) as background of an
 osgText...

 I was thinking on a mix between billboard geode, and something else to
 manage the geometry to have the size constant in screen coordinates... but
 no way to do it as simply as osgText !

 Is there any implementation approaching what I intend to do ? I hope yes...

 else...
 Am I obliged to implement my self something from zero ? any idea to do it
 more faster ?
 Is it interesting for OSG to have this as a new feature for osgText::text ?

 thanks,

 regards,

 Vincent


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Re: [osg-users] osgText background

2008-07-10 Thread J.P. Delport

Hi,

I've used coloured quads behind text, but it was for static HUD text, 
not dynamic which I think is what you want.


jp

Vincent Bourdier wrote:

Just a little up

No one has ever tried to put a background on a osgText ? 


Thanks
Vincent.

2008/7/9 Vincent Bourdier [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED]:


Hi all,

I'm looking at a way to put a geometry (planar surface) as
background of an osgText...

I was thinking on a mix between billboard geode, and something else
to manage the geometry to have the size constant in screen
coordinates... but no way to do it as simply as osgText !

Is there any implementation approaching what I intend to do ? I hope
yes...

else...
Am I obliged to implement my self something from zero ? any idea to
do it more faster ?
Is it interesting for OSG to have this as a new feature for
osgText::text ?

thanks,

regards,

Vincent





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Re: [osg-users] osgText background

2008-07-10 Thread Vincent Bourdier
Hi J.P.,

2008/7/10 J.P. Delport [EMAIL PROTECTED]:

 Hi,

 I've used coloured quads behind text, but it was for static HUD text, not
 dynamic which I think is what you want.


Exactly ! I'm looking at dynamic osgText.
I
 have tried to add quads in osgText (modifying osg sources), when
text-setDrawMode(osgText::Text::BOUNDINGBOX) is activated... but text
letters and background melt is not very beautiful... I'm ajusting some
parameters... but I don't thing it is enough.

Thanks,

regard,
Vincent.



 jp

 Vincent Bourdier wrote:

 Just a little up

 No one has ever tried to put a background on a osgText ?
 Thanks
 Vincent.

 2008/7/9 Vincent Bourdier [EMAIL PROTECTED] mailto:
 [EMAIL PROTECTED]:

Hi all,

I'm looking at a way to put a geometry (planar surface) as
background of an osgText...

I was thinking on a mix between billboard geode, and something else
to manage the geometry to have the size constant in screen
coordinates... but no way to do it as simply as osgText !

Is there any implementation approaching what I intend to do ? I hope
yes...

else...
Am I obliged to implement my self something from zero ? any idea to
do it more faster ?
Is it interesting for OSG to have this as a new feature for
osgText::text ?

thanks,

regards,

Vincent



 

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 e-mail legal notice, and implemented Open Document Format (ODF) standard.
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 http://www.csir.co.za/disclaimer.html.

 This message has been scanned for viruses and dangerous content by
 MailScanner, and is believed to be clean.  MailScanner thanks Transtec
 Computers for their support.

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Re: [osg-users] osgText background

2008-07-10 Thread Frauciel Luc
I've done something like that.
Each time I change the text, I recompute the geometry (quad) based on the 
Text's Drawable getBound().
It works for plane aligned text (xy, xz or yz). If you want to do that for 
screen aligned text, you'll probably have to look osgText code to have the 
exact size of the Text in screen coordinates.
I would not use a billboard in your case, since you'll find difficult to have a 
billboard with a center of rotation that match with your text (especially if 
the text is dynamic). Try of quad in a HUD, with screen coordinates extracted 
from your text, and something smart with z-buffer parameters to have your text 
over your quad :)
 
  Luc
 

Luc FRAUCIEL - BRGM
Unité Calcul, 3D et réalité virtuelle
Service Systèmes et Technologies de l'Information
3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France
Tél. 02 38 64 35 65
Fax 02 38 64 39 70 

 




De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Vincent 
Bourdier
Envoyé : jeudi 10 juillet 2008 09:24
À : osg
Objet : Re: [osg-users] osgText background


Just a little up

No one has ever tried to put a background on a osgText ?  

Thanks
Vincent.


2008/7/9 Vincent Bourdier [EMAIL PROTECTED]:


Hi all,

I'm looking at a way to put a geometry (planar surface) as 
background of an osgText...

I was thinking on a mix between billboard geode, and something 
else to manage the geometry to have the size constant in screen coordinates... 
but no way to do it as simply as osgText !

Is there any implementation approaching what I intend to do ? I 
hope yes...

else...
Am I obliged to implement my self something from zero ? any 
idea to do it more faster ?
Is it interesting for OSG to have this as a new feature for 
osgText::text ?

thanks,

regards,

Vincent




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Re: [osg-users] osgText background

2008-07-10 Thread Vincent Bourdier
Hi Luc,

2008/7/10 Frauciel Luc [EMAIL PROTECTED]:

  I've done something like that.
 Each time I change the text, I recompute the geometry (quad) based on the
 Text's Drawable getBound().
 It works for plane aligned text (xy, xz or yz). If you want to do that for
 screen aligned text, you'll probably have to look osgText code to have the
 exact size of the Text in screen coordinates.


I'm currently modifying a little osgText sources to make tests, but it
sounds difficult for the moment.


 I would not use a billboard in your case, since you'll find difficult to
 have a billboard with a center of rotation that match with your text
 (especially if the text is dynamic).


Very good remark,  I was not thinking of the center of rotation...

Try of quad in a HUD, with screen coordinates extracted from your text, and
 something smart with z-buffer parameters to have your text over your quad :)

   Luc


 Luc FRAUCIEL - BRGM
 Unité Calcul, 3D et réalité virtuelle
 Service Systèmes et Technologies de l'Information
 3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France
 Tél. 02 38 64 35 65
 Fax 02 38 64 39 70


Thanks for you reply, I understand that nothing approaching still exist, so
I've to do it myself...

Still waiting for reply I you have new ideas or experiences...

thanks a lot,

regards,

Vincent.




  --
 *De :* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *De la part de* Vincent
 Bourdier
 *Envoyé :* jeudi 10 juillet 2008 09:24
 *À :* osg
 *Objet :* Re: [osg-users] osgText background

 Just a little up

 No one has ever tried to put a background on a osgText ?

 Thanks
 Vincent.

 2008/7/9 Vincent Bourdier [EMAIL PROTECTED]:

 Hi all,

 I'm looking at a way to put a geometry (planar surface) as background of
 an osgText...

 I was thinking on a mix between billboard geode, and something else to
 manage the geometry to have the size constant in screen coordinates... but
 no way to do it as simply as osgText !

 Is there any implementation approaching what I intend to do ? I hope
 yes...

 else...
 Am I obliged to implement my self something from zero ? any idea to do it
 more faster ?
 Is it interesting for OSG to have this as a new feature for osgText::text
 ?

 thanks,

 regards,

 Vincent


  P* **Pensez à l'environnement avant d'imprimer ce message*

*Think** Environment before printing*



 Le contenu de ce mél et de ses pièces jointes est destiné à l'usage
 exclusif du (des) destinataire(s) désigné(s) comme tel(s).

 En cas de réception par erreur, le signaler à son expéditeur et ne pas en
 divulguer le contenu.
 L'absence de virus a été vérifiée à l'émission, il convient néanmoins de
 s'assurer de l'absence de contamination à sa réception.



 The contents of this email and any attachments are confidential. They are
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Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread Robert Osfield
Hi Rick,

Could you try your app on another machine/hardware/OpenGL driver.

Robert.

On Thu, Jul 10, 2008 at 2:46 AM,  [EMAIL PROTECTED] wrote:
 Hello all,

 I recently added a stats handler to our game viewer.  Something I noticed is
 that if you have the stats window open, showing the bars, that the draw bar
 grows and grows.  The framerate starts dropping and gets slower.  If I turn
 the bars off, the framerate returns to 60.  When I turn the bars back on,
 the draw bar is suddenly back where it was when I turned it off, and starts
 growing again.

 I noticed this does not happen if I have a fairly trivial model, and it does
 not happen in osgviewer at all (as far as I can tell), using the same model
 I had in my game viewer.  What could I be doing wrong?

 Thanks
 -- Rick
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[osg-users] problem in mipmap

2008-07-10 Thread 冯晨
 
 
 Hi,
   I've met a very strange problem when I tried to set mipmaps in a osg::Image 
object.
   If I use the sample code in osgParticle/PrecipitationEffect.cpp, I can get 
correct mipmap texture, however, if I try to read texture data from files to 
set mipmap texture, it didn't work. I'll be mad, somebody met this problem 
before? help~~
 
p.s.
   sample code(texturemipmaps.cpp) : change from 
osgParticle/PrecipitationEffect.cpp and work well
   my code(Mymipmap.cpp):  could not work appropriately, with no texture on 
that plane..

 #include osg/MatrixTransform
#include osg/PositionAttitudeTransform
#include osg/Texture2D
#include osg/Geometry
#include osg/Geode
#include osgDB/Registry
#include osgDB/ReadFile
#include osgViewer/Viewer

osg::ref_ptrosg::Geometry createPlane( float length, float width )
{
osg::ref_ptrosg::Vec3Array vec = new osg::Vec3Array;
vec-resize( 8 );
(*vec)[0] = osg::Vec3f(  -2, 0, -2 );
(*vec)[1] = osg::Vec3f( -2, 0, 2 );
(*vec)[2] = osg::Vec3f( 2, 0, 2 );
(*vec)[3] = osg::Vec3f( 2, 0, -2 );

osg::ref_ptrosg::Vec3Array nor = new osg::Vec3Array;
nor-push_back( osg::Vec3f( 0.0, -1.0, 0.0 ) );

osg::ref_ptrosg::Vec2Array tex = new osg::Vec2Array;
tex-push_back( osg::Vec2f(0.0, 0.0) );
tex-push_back( osg::Vec2f(0.0, 1.0) );
tex-push_back( osg::Vec2f(1.0, 1.0) );
tex-push_back( osg::Vec2f(1.0, 0.0) );

osg::ref_ptrosg::Geometry geo = new osg::Geometry;
geo-setVertexArray( vec.get() );
geo-setTexCoordArray( 0, tex.get() );
geo-setNormalArray( nor.get() );
geo-setNormalBinding( osg::Geometry::BIND_PER_PRIMITIVE_SET );
geo-addPrimitiveSet( new osg::DrawArrays( osg::PrimitiveSet::QUADS, 0, 
4 ) );

return geo;
}

static void fillSpotLightImage(unsigned char* ptr, const osg::Vec4 
centerColour, const osg::Vec4 backgroudColour, unsigned int size, float power)
{
if (size==1)
{
float r = 0.5f;
osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r);
*ptr++ = (unsigned char)((color[0])*255.0f);
*ptr++ = (unsigned char)((color[1])*255.0f);
*ptr++ = (unsigned char)((color[2])*255.0f);
*ptr++ = (unsigned char)((color[3])*255.0f);
return;
}

float mid = (float(size)-1.0f)*0.5f;
float div = 2.0f/float(size);
for(unsigned int r=0;rsize;++r)
{
//unsigned char* ptr = image-data(0,r,0);
for(unsigned int c=0;csize;++c)
{
float dx = (float(c) - mid)*div;
float dy = (float(r) - mid)*div;
float r = powf(1.0f-sqrtf(dx*dx+dy*dy),power);
if (r0.0f) r=0.0f;
osg::Vec4 color = 
centerColour*r+backgroudColour*(1.0f-r);
*ptr++ = (unsigned char)((color[0])*255.0f);
*ptr++ = (unsigned char)((color[1])*255.0f);
*ptr++ = (unsigned char)((color[2])*255.0f);
*ptr++ = (unsigned char)((color[3])*255.0f);
}
}
}

int main(int, char **)
{
osgViewer::Viewer viewer;
osg::ref_ptrosg::Group root = new osg::Group;
osg::ref_ptrosg::PositionAttitudeTransform mypat1 = new 
osg::PositionAttitudeTransform;
osg::ref_ptrosg::PositionAttitudeTransform mypat2 = new 
osg::PositionAttitudeTransform;
osg::ref_ptrosg::Geode mygeode1 = new osg::Geode;
osg::ref_ptrosg::Geode mygeode2 = new osg::Geode;

osg::StateSet* mystate0 = root-getOrCreateStateSet();
osg::StateSet* mystate1 = mypat1-getOrCreateStateSet();

osg::Image* image = new osg::Image;
osg::Image::MipmapDataType mipmapData;
unsigned int s = 32;
unsigned int totalSize = 0;
unsigned i;
for(i=0; s0; s=1, ++i)
{
if (i0) mipmapData.push_back(totalSize);
totalSize += s*s*4;
}

unsigned char* ptr = new unsigned char[totalSize];
image-setImage(32, 32, 32, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, ptr, 
osg::Image::USE_NEW_DELETE,1);

image-setMipmapLevels(mipmapData);

s = 32;
for(i=0; s0; s=1, ++i)
{
fillSpotLightImage(ptr, osg::Vec4(1.0f,1.0f,1.0f,1.0f), 
osg::Vec4(1.0f,0.1f*s,1.0f/s,1.0f), s, 1.0);
ptr += s*s*4;
}

osg::Texture2D* mytex1 = new osg::Texture2D;
mytex1-setImage( 0, image );
mytex1-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
mytex1-setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
mytex1-setFilter(osg::Texture::MIN_FILTER, 
osg::Texture::NEAREST_MIPMAP_NEAREST);
mytex1-setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);

Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread Robert Osfield
The short bars are probably the initial state of the bars that haven't
been initialized yet.

As for your single really long bar, this suggests that the GPU is
stalled doing something for a very long time...

It could possibly be a bug in the stats collection.  The stats
collection has been working fine for a year now, so I don't think
there is a problem on the OSG side, but perhaps you've uncovered a bug
in the driver.

Robert.

On Thu, Jul 10, 2008 at 3:14 AM,  [EMAIL PROTECTED] wrote:
 Something else I noticed that I thought was strange was that the orange GPU
 bar has 8 short blocks all drawn in the first frame.  I have included an
 image to show.  What does this mean?  When I look at a smaller model, the
 Orange block fills alll along the lower bar.



 On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote:

 Hello all,

 I recently added a stats handler to our game viewer.  Something I noticed
 is that if you have the stats window open, showing the bars, that the draw
 bar grows and grows.  The framerate starts dropping and gets slower.  If I
 turn the bars off, the framerate returns to 60.  When I turn the bars back
 on, the draw bar is suddenly back where it was when I turned it off, and
 starts growing again.

 I noticed this does not happen if I have a fairly trivial model, and it
 does not happen in osgviewer at all (as far as I can tell), using the same
 model I had in my game viewer.  What could I be doing wrong?

 Thanks
 -- Rick


 --
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 Check us out at http://fringe-online.com/
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Re: [osg-users] render to texture only delivers black texture

2008-07-10 Thread Robert Osfield
Hi Steffen,

I'm finding it hard to follow exactly what your set up is.  Since I'm
not clear the best I can do is have an educated guess.  Could it be
that you are using rendering to the texture in one graphics context,
then trying to reuse that same texture in another graphics context?

Robert.

On Thu, Jul 10, 2008 at 6:59 AM, Steffen Kim [EMAIL PROTECTED] wrote:
 Hi everyone.

 I have some issues with rendering to a texture.

 I am writing a plug-in for an application.
 This application has a main-viewer-window, where it displays a scene.
 My plug-in has an own window with a new viewer and everything.

 The new window now needs a texture showing what the main window displays 
 right at this moment.
 I need it to use it later on with an API for interlacing but for now I just 
 want to show it in the plug-in-window to see whether rendering-to-texture 
 works as it should.

 That is why the plug-in-window show a screen-aligned-quad that displays this 
 texture. If I use an image as texture of the quad everything works as it 
 should, so my plug-in-window should be fine the way it is.
 But if I use the texture I render using a camera in the main application's 
 scene I just get a black texture.

 I create the following camera using information of the camera of the main 
 application which I get via an interface named _billInterface and attach 
 the texture:

osg::Camera* camera = new osg::CameraNode();

camera-setCullingActive(false);
camera-setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// Set camera properties according to the main camera of the main 
 application
osg::Camera* billCamera = _billInterface-getCamera();

 camera-setViewport(0,0,_billInterface-getGraphicsContext()-getTraits()-width,_billInterface-getGraphicsContext()-getTraits()-height);
camera-setProjectionMatrix(billCamera-getProjectionMatrix());
camera-setViewMatrix(billCamera-getViewMatrix());
camera-setReferenceFrame(billCamera-getReferenceFrame());
camera-setStateSet(billCamera-getStateSet());

camera-setRenderOrder(osg::CameraNode::PRE_RENDER,1);

 camera-setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
camera-attach(osg::CameraNode::COLOR_BUFFER, texture.get());


 Then I add the scene of the main application to the camera so that it shows 
 this scene.

camera-addChild(_billInterface-getScene());

 Now I take this camera and put it into the scene graph of the main 
 application:

_billInterface-getRootNode()-getParent(0)-addChild(camera);

 (That way it is on one depth with the rootNode of the scene and the node 
 containing the HUD. I put it in there so that the camera's output is rendered 
 into the texture everytime the viewer of the main application is updated.)


 I know that I get a texture that way because the quad that holds this texture 
 is normally red and after creating the camera and attaching the texture it 
 turns black.

 I guess that either some camera properties are wrong or I have to put the 
 camera somewhere else.
 Can someone give me a hint on what I might be doing wrong? What are the main 
 things I have to take care of when doing render-to-texture?

 Is the texture automatically updated everytime the scene containing my 
 render-to-texture-camera is rendered?


 Thanks in advance for any help,
 Steffen
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[osg-users] Old Windows Binaries Problem.

2008-07-10 Thread Ümit Uzun
Hi All,

I setup the osg2.0.0_vs71_setup_2007-06-19 version on my system but in
include folder there is no osgViewer folder. Is it normal? I download
3rdPartyDependencies and osg2.0_vs71 but there is some problem about
osgViewer include folder. So when I compile my program on VS2003, debugger
alert me with 'fatal error C1083: Cannot open include file:
'osgViewer/Viewer': No such file or directory ' messages.
Thanks so much.

Umit Uzun
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Re: [osg-users] osgviewerQT, qt4.4.0 and .osg file

2008-07-10 Thread Robert Osfield
Hi John,

Great, a pictures saves a thousand words!  The problem looks the same
as others have encountered when WxWidgets modifies the C local such
that atof switches from treating . and , as decimal points.  My guess
the later version of Qt is doing the same.  We've tried several
different attempts in the past to insulate the OSG from this change in
local but weren't able to come up with a workable solution.  The
conclusion back then was that we might would need to use a custom atof
method, this hasn't been developed yet though.

Robert.

On Thu, Jul 10, 2008 at 8:44 AM, Johan Nouvel
[EMAIL PROTECTED] wrote:
 Hi Robert,

 There are 2 snapshots of cow.osg (one is the initial side view, the other
 one is a view from above). As I have wrote, if I osgconv cow.osg in cow.ive
 and load cow.ive, everything is OK. Same things for cessna.osg (2 snapshots
 joined).

 In case of osgcool.osg, I see nothing, only the background.

 I will look deeper into the code, but any clue will be helpful.

 Thanks,
 Johan.

 Robert Osfield a écrit :

 H Johan,

 Could you send a screen shot of the problem?

 Robert.

 On Tue, Jul 8, 2008 at 5:02 PM, Johan Nouvel
 [EMAIL PROTECTED] wrote:

 Hello all,

 I'm on Unbuntu 8.04, and I have problem with osgviewerQT (osg 2.5.0) and
 qt
 4.4.0  when loading osg file.
 Either I view nothing (for osgcool.osg), or a strange degraded model
 without
 light, without texture, with not all faces (for cow.osg).

 It works with osgviewer and it works with osgviewerQT and qt4.3.4.

 More, it works with ive file and .3ds file so it seems not to be an
 OpenGL
 context/initialization trouble

 I have looked in osgdb_osg but all data are well parsed.

 Have someone ever see this problem ? Does someone know the solution ?

 Thanks,
 Johan.

 --
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 http://www.archivideo.com
 tel : +33 (0)2 99 86 30 20
 ARCHIVIDEO, 40 rue des Veyettes, 35000 RENNES, FRANCE
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Re: [osg-users] problem in mipmap

2008-07-10 Thread Robert Osfield
Hi could you sign your name so we know who to address, thank you

Could you explain what artifacts you are seeing with mipmapping, and
also please specify the OSG version, the OS version, the graphics
hardware used, and the OpenGL drivers.

Robert.

2008/7/10 冯晨 [EMAIL PROTECTED]:


  Hi,
I've met a very strange problem when I tried to set mipmaps in a
 osg::Image object.
If I use the sample code in osgParticle/PrecipitationEffect.cpp, I can
 get correct mipmap texture, however, if I try to read texture data from
 files to set mipmap texture, it didn't work. I'll be mad, somebody met this
 problem before? help~~

 p.s.
sample code(texturemipmaps.cpp) : change from
 osgParticle/PrecipitationEffect.cpp and work well
my code(Mymipmap.cpp):  could not work appropriately, with no texture on
 that plane..


 
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Re: [osg-users] Old Windows Binaries Problem.

2008-07-10 Thread Robert Osfield
Hi Umit,

I think this was a problem with Mike's binaries.

Is there are reason why you can't use 2.4?

Robert.

On Thu, Jul 10, 2008 at 9:11 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
 Hi All,

 I setup the osg2.0.0_vs71_setup_2007-06-19 version on my system but in
 include folder there is no osgViewer folder. Is it normal? I download
 3rdPartyDependencies and osg2.0_vs71 but there is some problem about
 osgViewer include folder. So when I compile my program on VS2003, debugger
 alert me with 'fatal error C1083: Cannot open include file:
 'osgViewer/Viewer': No such file or directory ' messages.
 Thanks so much.

 Umit Uzun

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Re: [osg-users] Old Windows Binaries Problem.

2008-07-10 Thread Ümit Uzun
Hi Robert,

There was a only reason about fast integration my system on VS2003 so I try
to use created binary on osg2.0 but I can't success installation :( Now I
will try to install 2.4.
Thanks for reply.

Umit Uzun

2008/7/10 Robert Osfield [EMAIL PROTECTED]:

 Hi Umit,

 I think this was a problem with Mike's binaries.

 Is there are reason why you can't use 2.4?

 Robert.

 On Thu, Jul 10, 2008 at 9:11 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
  Hi All,
 
  I setup the osg2.0.0_vs71_setup_2007-06-19 version on my system but in
  include folder there is no osgViewer folder. Is it normal? I download
  3rdPartyDependencies and osg2.0_vs71 but there is some problem about
  osgViewer include folder. So when I compile my program on VS2003,
 debugger
  alert me with 'fatal error C1083: Cannot open include file:
  'osgViewer/Viewer': No such file or directory ' messages.
  Thanks so much.
 
  Umit Uzun
 
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[osg-users] Debug Errors on Windows Visual Studio 2003

2008-07-10 Thread Ümit Uzun
Hi All,

I am trying to debug osg2.4 source on VS2003 but it prompted me lots of
linker error like below.

Output Window

Compiling...
PixelBufferWin32.cpp
GraphicsWindowWin32.cpp
ViewerEventHandlers.cpp
ViewerBase.cpp
Viewer.cpp
View.cpp
Version.cpp
StatsHandler.cpp
Scene.cpp
Renderer.cpp
HelpHandler.cpp
CompositeViewer.cpp
Generating Code...
Linking...
LINK : fatal error LNK1104: cannot open file '..\..\lib\osgGAd.obj'



It give these fatal error for every namespace (osg; osgDB, osgUtil.
etc). What is the reason of this problem? Any idea?
Thanks so much.

Umit UZUN
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Re: [osg-users] Debug Errors on Windows Visual Studio 2003

2008-07-10 Thread Serge Lages
Hi,

It's seems to be a CMake version problem, for OSG 2.4 you need CMake 2.4,
and not the 2.6.

On Thu, Jul 10, 2008 at 10:57 AM, Ümit Uzun [EMAIL PROTECTED] wrote:

 Hi All,

 I am trying to debug osg2.4 source on VS2003 but it prompted me lots of
 linker error like below.

 Output Window

 Compiling...
 PixelBufferWin32.cpp
 GraphicsWindowWin32.cpp

 ViewerEventHandlers.cpp
 ViewerBase.cpp
 Viewer.cpp
 View.cpp
 Version.cpp
 StatsHandler.cpp
 Scene.cpp
 Renderer.cpp
 HelpHandler.cpp
 CompositeViewer.cpp
 Generating Code...
 Linking...
 LINK : fatal error LNK1104: cannot open file '..\..\lib\osgGAd.obj'



 It give these fatal error for every namespace (osg; osgDB, osgUtil.
 etc). What is the reason of this problem? Any idea?
 Thanks so much.

 Umit UZUN



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Re: [osg-users] Debug Errors on Windows Visual Studio 2003

2008-07-10 Thread Nick Bryan
This is frustrating the hell out of me as well!  I think it is related 
to the settings given to cmake and the fact vs includes \debug\ or 
\release\ in the path which gives too much depth for the relative path 
to work.


Ümit Uzun wrote:

Hi All,

I am trying to debug osg2.4 source on VS2003 but it prompted me lots 
of linker error like below.


Output Window


Compiling...
PixelBufferWin32.cpp
GraphicsWindowWin32.cpp

ViewerEventHandlers.cpp
ViewerBase.cpp
Viewer.cpp
View.cpp
Version.cpp
StatsHandler.cpp
Scene.cpp
Renderer.cpp
HelpHandler.cpp
CompositeViewer.cpp
Generating Code...
Linking...
LINK : fatal error LNK1104: cannot open file '..\..\lib\osgGAd.obj'






It give these fatal error for every namespace (osg; osgDB, 
osgUtil. etc). What is the reason of this problem? Any idea?

Thanks so much.

Umit UZUN




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[osg-users] about mipmaping

2008-07-10 Thread Simba
 
   

 
Hi Robert,
  oh, I'm sorry, I forgot it, I'm new to this.
  I'm using osg2.4.0, under windows-XP, I'm not sure about this machine's 
graphics hardware, but does that matter? I'm trying to use my own mipmap 
texture data, not trying to use hardwaremipmapgeneration.
  the effect of my code is like this: test.jpg.
  
  thank you for your reply!
 simbaforrest
 [EMAIL PROTECTED]




在2008-07-10 16:18:16,Robert Osfield [EMAIL PROTECTED] 写道:
Hi could you sign your name so we know who to address, thank you

Could you explain what artifacts you are seeing with mipmapping, and
also please specify the OSG version, the OS version, the graphics
hardware used, and the OpenGL drivers.

Robert.

2008/7/10 冯晨 


 Hi,
 I've met a very strange problem when I tried to set mipmaps in a
 osg::Image object.
 If I use the sample code in osgParticle/PrecipitationEffect.cpp, I can
 get correct mipmap texture, however, if I try to read texture data from
 files to set mipmap texture, it didn't work. I'll be mad, somebody met this
 problem before? help~~

 p.s.
 sample code(texturemipmaps.cpp) : change from
 osgParticle/PrecipitationEffect.cpp and work well
 my code(Mymipmap.cpp): could not work appropriately, with no texture on
 that plane..


 
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Re: [osg-users] osgviewerQT, qt4.4.0 and .osg file

2008-07-10 Thread Johan Nouvel

Hi Robert,

Bingo ! I've modified Geometry.cpp to print out vertices before and after modification by osg::Field::getFloat and the 
result is a troncation of the float, only integer part is interpreted. You're right.


What is the complexity of coding custom atof ?
Is the hypothesis that '.' is a separator ? It means also controling osg output 
to write a '.' instead of ','.
Or do you prefer that osg file can be with a ',' or a '.' as integer/decimal 
separator ?

In first, I will see how to force QT local to C.
But if I it is not to heavy to do custom atof, I'll try to do it as I think 
this way is better.

Thanks a lot.
Johan.

Robert Osfield a écrit :

Hi John,

Great, a pictures saves a thousand words!  The problem looks the same
as others have encountered when WxWidgets modifies the C local such
that atof switches from treating . and , as decimal points.  My guess
the later version of Qt is doing the same.  We've tried several
different attempts in the past to insulate the OSG from this change in
local but weren't able to come up with a workable solution.  The
conclusion back then was that we might would need to use a custom atof
method, this hasn't been developed yet though.

Robert.

On Thu, Jul 10, 2008 at 8:44 AM, Johan Nouvel
[EMAIL PROTECTED] wrote:

Hi Robert,

There are 2 snapshots of cow.osg (one is the initial side view, the other
one is a view from above). As I have wrote, if I osgconv cow.osg in cow.ive
and load cow.ive, everything is OK. Same things for cessna.osg (2 snapshots
joined).

In case of osgcool.osg, I see nothing, only the background.

I will look deeper into the code, but any clue will be helpful.

Thanks,
Johan.

Robert Osfield a écrit :

H Johan,

Could you send a screen shot of the problem?

Robert.

On Tue, Jul 8, 2008 at 5:02 PM, Johan Nouvel
[EMAIL PROTECTED] wrote:

Hello all,

I'm on Unbuntu 8.04, and I have problem with osgviewerQT (osg 2.5.0) and
qt
4.4.0  when loading osg file.
Either I view nothing (for osgcool.osg), or a strange degraded model
without
light, without texture, with not all faces (for cow.osg).

It works with osgviewer and it works with osgviewerQT and qt4.3.4.

More, it works with ive file and .3ds file so it seems not to be an
OpenGL
context/initialization trouble

I have looked in osgdb_osg but all data are well parsed.

Have someone ever see this problem ? Does someone know the solution ?

Thanks,
Johan.

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tel : +33 (0)2 99 86 30 20
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Re: [osg-users] Debug Errors on Windows Visual Studio 2003

2008-07-10 Thread Ümit Uzun
Hi All,

Thanks for reply. The reason is cmake version. I install the Cmake2.4.8
instead of CMake2.6 and the problem get solved.

Umit UZUN

2008/7/10 Nick Bryan [EMAIL PROTECTED]:

 This is frustrating the hell out of me as well!  I think it is related to
 the settings given to cmake and the fact vs includes \debug\ or \release\ in
 the path which gives too much depth for the relative path to work.

 Ümit Uzun wrote:

 Hi All,

 I am trying to debug osg2.4 source on VS2003 but it prompted me lots of
 linker error like below.

 Output Window


 Compiling...
 PixelBufferWin32.cpp
 GraphicsWindowWin32.cpp

 ViewerEventHandlers.cpp
 ViewerBase.cpp
 Viewer.cpp
 View.cpp
 Version.cpp
 StatsHandler.cpp
 Scene.cpp
 Renderer.cpp
 HelpHandler.cpp
 CompositeViewer.cpp
 Generating Code...
 Linking...
 LINK : fatal error LNK1104: cannot open file '..\..\lib\osgGAd.obj'




 It give these fatal error for every namespace (osg; osgDB, osgUtil.
 etc). What is the reason of this problem? Any idea?
 Thanks so much.

 Umit UZUN


 

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Re: [osg-users] osgviewerQT, qt4.4.0 and .osg file

2008-07-10 Thread Robert Osfield
Hi Johan,

On Thu, Jul 10, 2008 at 10:22 AM, Johan Nouvel
[EMAIL PROTECTED] wrote:
 Bingo ! I've modified Geometry.cpp to print out vertices before and after
 modification by osg::Field::getFloat and the result is a troncation of the
 float, only integer part is interpreted. You're right.

 What is the complexity of coding custom atof ?

It's not too complex, there is already some code in osgDB that
verifies floats fields as part of .osg parsing.  This code could
probably be adapted.  It's just another tasks on that requires some
time, and I'm rather overstretched.  Others are welcome to dive in a
code a solution.

 Is the hypothesis that '.' is a separator ? It means also controling osg
 output to write a '.' instead of ','.
 Or do you prefer that osg file can be with a ',' or a '.' as integer/decimal
 separator ?

If we don't control the output and input to be just be '.' then we'd
need to store the local along with the .osg file itself.  I'd be
inclined to standardise on . as the decimal place as this is the
standard throughout most of the world.

 In first, I will see how to force QT local to C.
 But if I it is not to heavy to do custom atof, I'll try to do it as I think
 this way is better.

We might have to look at writing and well as read.  Setting the local
would need to be done before any write to .osg or read from .osg.

Robert.
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Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread Wojciech Lewandowski

Hi Rick and Robert,

I mentioned this problem few months ago. Happened on Windows XP and Vista. 
It seemed to dissapear with more recent NVidia drivers though (ver 169.xx 
and larger).  I don't remember exactly but I think it was present only on 
dual monitors. Do you by any chance have dual view config ?


Cheers,
Wojtek Lewandowski



The short bars are probably the initial state of the bars that haven't
been initialized yet.

As for your single really long bar, this suggests that the GPU is
stalled doing something for a very long time...

It could possibly be a bug in the stats collection.  The stats
collection has been working fine for a year now, so I don't think
there is a problem on the OSG side, but perhaps you've uncovered a bug
in the driver.

Robert.

On Thu, Jul 10, 2008 at 3:14 AM,  [EMAIL PROTECTED] wrote:
Something else I noticed that I thought was strange was that the orange 
GPU

bar has 8 short blocks all drawn in the first frame.  I have included an
image to show.  What does this mean?  When I look at a smaller model, the
Orange block fills alll along the lower bar.



On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote:


Hello all,

I recently added a stats handler to our game viewer.  Something I 
noticed
is that if you have the stats window open, showing the bars, that the 
draw
bar grows and grows.  The framerate starts dropping and gets slower.  If 
I
turn the bars off, the framerate returns to 60.  When I turn the bars 
back

on, the draw bar is suddenly back where it was when I turned it off, and
starts growing again.

I noticed this does not happen if I have a fairly trivial model, and it
does not happen in osgviewer at all (as far as I can tell), using the 
same

model I had in my game viewer.  What could I be doing wrong?

Thanks
-- Rick



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[osg-users] [osg-submissions] osgviewerQT, qt4.4.0 and .osg file

2008-07-10 Thread Johan Nouvel

Hi Robert

If you think it could help, I send you a modified version of osgviewerQT.cpp 
with locale forced to C.
I've only add :

#includeQtCore/QLocale

and just after main declaration :

#if USE_QT4
QLocale::setDefault(QLocale::C);
#endif


Regards,

Johan.
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/* OpenSceneGraph example, osganimate.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the Software), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#if USE_QT4

#include QtGui/QApplication
#include QtCore/QLocale
#else

#include qapplication.h
#endif

#include osg/ArgumentParser

#include iostream



extern int mainQOSGWidget(QApplication a, osg::ArgumentParser arguments);
extern int mainAdapterWidget(QApplication a, osg::ArgumentParser arguments);

int main( int argc, char **argv )
{
#if USE_QT4
QLocale::setDefault(QLocale::C);
#endif

QApplication a( argc, argv );

if (argc2)
{
std::cout  argv[0] : requires filename argument.  std::endl;
return 1;
}

osg::ArgumentParser arguments(argc, argv);

if (arguments.read(--QOSGWidget))
{
// Use QWidget and integrate OSG/OpenGL with it via osgViewer's built in support
return mainQOSGWidget(a, arguments);
}
else
{
// Use QGLWidget and integrate OSG with it by adapting osgViewer via its embedded window mode
return mainAdapterWidget(a, arguments);
}
}

/*EOF*/
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Re: [osg-users] Fog problem

2008-07-10 Thread Robert Osfield
Hi Eric,

What happens when you run:

  osgprecipitation lz.osg

Robert.

On Thu, Jul 10, 2008 at 11:22 AM, Eric ZAREMBA
[EMAIL PROTECTED] wrote:
 Hi,





 Since yesterday, I have a problem with fog.

 When I turn it one, my scene becomes black, even if I deactivate the
 lighting.

 It is very strange, because I don't update my OSG version (which is 2.5.2)
 nor recompile it.



 I make a small program to test this out of my other stuff, and test it on
 two different machines (both under WinXP, one with an ATI FireGL, the other
 with a NVidia QuadroFx).



 // my minimal test program

 int main ( int argc, char const *argv[] )

 {

   osgViewer::Viewer myViewer;

   myViewer.addEventHandler(new osgViewer::StatsHandler);

   myViewer.addEventHandler(new
 osgGA::StateSetManipulator(myViewer.getCamera()-getOrCreateStateSet()));

   myViewer.addEventHandler(new osgViewer::HelpHandler);



   osg::ref_ptrosg::Group pRoot = new osg::Group;

   osg::StateSet* stateset = pRoot-getOrCreateStateSet();

   stateset-setMode( GL_FOG, osg::StateAttribute::ON );

 //stateset-setMode( GL_LIGHTING, osg::StateAttribute::OFF );



   osgParticle::PrecipitationEffect* pe = new
 osgParticle::PrecipitationEffect;

   pRoot-addChild( pe );

   pe-rain(0.3);



   osg::Node* pNode = osgDB::readNodeFile(lz.osg);

   pRoot-addChild( pNode );



   myViewer.setSceneData(pRoot.get());

   myViewer.realize();

   myViewer.run();

 return( 0 );

 }



 Computers drive me crazy! good will be the retirment, I will breed rabits.

 Eric Z.



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Re: [osg-users] [osg-submissions] osgviewerQT, qt4.4.0 and .osg file

2008-07-10 Thread Robert Osfield
Hi Johan,

Have you confirm these to work?

Robert.

On Thu, Jul 10, 2008 at 11:43 AM, Johan Nouvel
[EMAIL PROTECTED] wrote:
 Hi Robert

 If you think it could help, I send you a modified version of osgviewerQT.cpp
 with locale forced to C.
 I've only add :

 #includeQtCore/QLocale

 and just after main declaration :

 #if USE_QT4
QLocale::setDefault(QLocale::C);
 #endif


 Regards,

 Johan.
 --
 Johan Nouvel, RD Project Manager
 http://www.archivideo.com
 tel : +33 (0)2 99 86 30 20
 ARCHIVIDEO, 40 rue des Veyettes, 35000 RENNES, FRANCE

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Re: [osg-users] Fog problem

2008-07-10 Thread Eric ZAREMBA
Hi,

Ok, osgprecipitation lz.osg works.
So, I looked into the code and see it set the attribute and mode with the 
osg::Fog from the precipitation instead of just enable the GL_FOG mode and let 
the precipitationEffect do its work itself.
I correct my program and it run yet! Thanks a lot Robert!

Now, I think it is normal to obtain undefined result if I enable fog without 
set the other attributes... But I still ask me why it worked until yesterday, 
since I introduced precipitation two weeks ago!

Les voies du seigneur sont impénétrables...

Thanks again!

-Message d'origine-
De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Robert Osfield
Envoyé : jeudi 10 juillet 2008 13:00
À : OpenSceneGraph Users
Objet : Re: [osg-users] Fog problem

Hi Eric,

What happens when you run:

  osgprecipitation lz.osg

Robert.

On Thu, Jul 10, 2008 at 11:22 AM, Eric ZAREMBA
[EMAIL PROTECTED] wrote:
 Hi,





 Since yesterday, I have a problem with fog.

 When I turn it one, my scene becomes black, even if I deactivate the
 lighting.

 It is very strange, because I don't update my OSG version (which is 2.5.2)
 nor recompile it.



 I make a small program to test this out of my other stuff, and test it on
 two different machines (both under WinXP, one with an ATI FireGL, the other
 with a NVidia QuadroFx).



 // my minimal test program

 int main ( int argc, char const *argv[] )

 {

   osgViewer::Viewer myViewer;

   myViewer.addEventHandler(new osgViewer::StatsHandler);

   myViewer.addEventHandler(new
 osgGA::StateSetManipulator(myViewer.getCamera()-getOrCreateStateSet()));

   myViewer.addEventHandler(new osgViewer::HelpHandler);



   osg::ref_ptrosg::Group pRoot = new osg::Group;

   osg::StateSet* stateset = pRoot-getOrCreateStateSet();

   stateset-setMode( GL_FOG, osg::StateAttribute::ON );

 //stateset-setMode( GL_LIGHTING, osg::StateAttribute::OFF );



   osgParticle::PrecipitationEffect* pe = new
 osgParticle::PrecipitationEffect;

   pRoot-addChild( pe );

   pe-rain(0.3);



   osg::Node* pNode = osgDB::readNodeFile(lz.osg);

   pRoot-addChild( pNode );



   myViewer.setSceneData(pRoot.get());

   myViewer.realize();

   myViewer.run();

 return( 0 );

 }



 Computers drive me crazy! good will be the retirment, I will breed rabits.

 Eric Z.



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Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread Martin Naylor
Hello,

Been a while since I have posted and am just trying to catch up and rebuild
OSG so I could be way off ;-).

Are you running any kind of power saving options, such as cool and quiet?

I seem to remember this happened to me when you had power saving options
enabled and the model displaying was using particles or something like that?

Of course that's on Windows J

Cheers

 

Martin Naylor.

 

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: 10 July 2008 03:43
To: OpenSceneGraph Users
Subject: Re: [osg-users] The growing draw bar in the stats handler

 

Some more information:

 

I have noticed that this strange behavior only seems to happen on certain
models.  In others, the orange bar fills all along the lower bar.  I
included a picture.  Somthing I see there is that the other bars take up
very little of the space.  I am only getting 15 fps, but most of the bar is
empty.

 

-- Rick

On Wed, Jul 9, 2008 at 10:14 PM, [EMAIL PROTECTED] wrote:

Something else I noticed that I thought was strange was that the orange GPU
bar has 8 short blocks all drawn in the first frame.  I have included an
image to show.  What does this mean?  When I look at a smaller model, the
Orange block fills alll along the lower bar.

 



 

On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote:

Hello all,

 

I recently added a stats handler to our game viewer.  Something I noticed is
that if you have the stats window open, showing the bars, that the draw bar
grows and grows.  The framerate starts dropping and gets slower.  If I turn
the bars off, the framerate returns to 60.  When I turn the bars back on,
the draw bar is suddenly back where it was when I turned it off, and starts
growing again.

 

I noticed this does not happen if I have a fairly trivial model, and it does
not happen in osgviewer at all (as far as I can tell), using the same model
I had in my game viewer.  What could I be doing wrong?

 

Thanks

-- Rick





-- 
 Rick
Check us out at http://fringe-online.com/ 




-- 
 Rick
Check us out at http://fringe-online.com/ 

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Re: [osg-users] osgviewerQT, qt4.4.0 and .osg file

2008-07-10 Thread Norman Vine
Johan Nouvel writes:
 
 Bingo ! I've modified Geometry.cpp to print out vertices 
 before and after modification by osg::Field::getFloat and the 
 result is a troncation of the float, only integer part is 
 interpreted. You're right.
 
 What is the complexity of coding custom atof ?
 Is the hypothesis that '.' is a separator ? It means also 
 controling osg output to write a '.' instead of ','.
 Or do you prefer that osg file can be with a ',' or a '.' as 
 integer/decimal separator ?
 
 In first, I will see how to force QT local to C.
 But if I it is not to heavy to do custom atof, I'll try to do 
 it as I think this way is better.

GDAL had a similar issue

Here is their custom atof() with some discussion of the issues
http://trac.osgeo.org/gdal/browser/trunk/gdal/port/cpl_strtod.cpp

Norman

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Re: [osg-users] Fog problem

2008-07-10 Thread Robert Osfield
On Thu, Jul 10, 2008 at 12:29 PM, Eric ZAREMBA
[EMAIL PROTECTED] wrote:
 Now, I think it is normal to obtain undefined result if I enable fog without 
 set the other attributes... But I still ask me why it worked until yesterday, 
 since I introduced precipitation two weeks ago!

I can't answer this.
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[osg-users] ssh and osgdem

2008-07-10 Thread J.P. Delport

Hi,

I've set up a cluster to test out vpb. I've created a machine pool file 
and I can now see that the master node executes e.g.:


ssh node01 osgdem --run-path /home/jpd/terrain -s build_master.source 
--record-subtile-on-leaf-tiles -l 1 --task 
tasks/build_root_L0_X0_Y0.task --log logs/build_root_L0_X0_Y0.log


(The node has access to the data, passwordless ssh works ...)

The tasks fail, so I logged into the remote node using ssh (with and 
without -X) and ran the command manually.


I get:
No protocol specified
Error: Unable to open display :0.0.

in both cases.

I assume this is because osgdem wants to create a graphics context.

Will osgdem run with X11 forwarding? If not, how does one start a remote 
process so that it has access to the X server on the node which it is 
running?


thanks
jp

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[osg-users] osg max exporter

2008-07-10 Thread selman duatepe
Hi everyone,

Are there any support of OpenSceneGraph Max Exporter for Studio Max 2009 or
Studio Max 2009 Design?

Thanks.
Selman Duatepe
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Re: [osg-users] osg max exporter

2008-07-10 Thread Can T. Oguz
Hi,

I've been searching for the same thing; I haven't found any solution either.

Regards,

Can

2008/7/10 selman duatepe [EMAIL PROTECTED]:

 Hi everyone,

 Are there any support of OpenSceneGraph Max Exporter for Studio Max 2009 or
 Studio Max 2009 Design?

 Thanks.
 Selman Duatepe

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Re: [osg-users] ssh and osgdem

2008-07-10 Thread Robert Osfield
Hi JP,

osgdem requires a graphics context to enable it to do OpenGL texture
compression.

Do your slaves have a OpenGL support?

Robert.

On Thu, Jul 10, 2008 at 12:53 PM, J.P. Delport [EMAIL PROTECTED] wrote:
 Hi,

 I've set up a cluster to test out vpb. I've created a machine pool file and
 I can now see that the master node executes e.g.:

 ssh node01 osgdem --run-path /home/jpd/terrain -s build_master.source
 --record-subtile-on-leaf-tiles -l 1 --task tasks/build_root_L0_X0_Y0.task
 --log logs/build_root_L0_X0_Y0.log

 (The node has access to the data, passwordless ssh works ...)

 The tasks fail, so I logged into the remote node using ssh (with and without
 -X) and ran the command manually.

 I get:
 No protocol specified
 Error: Unable to open display :0.0.

 in both cases.

 I assume this is because osgdem wants to create a graphics context.

 Will osgdem run with X11 forwarding? If not, how does one start a remote
 process so that it has access to the X server on the node which it is
 running?

 thanks
 jp

 --
 This message is subject to the CSIR's copyright terms and conditions, e-mail
 legal notice, and implemented Open Document Format (ODF) standard. The full
 disclaimer details can be found at http://www.csir.co.za/disclaimer.html.

 This message has been scanned for viruses and dangerous content by
 MailScanner, and is believed to be clean.  MailScanner thanks Transtec
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Re: [osg-users] osg::Texture and stateSets

2008-07-10 Thread ka Ming
Hi,
I am already looked at the optimizer.
But still I cannot access my Texture ;(.
stateset.getTextureAttributeList() is always null. Why? 
I can call the geode Name. I can call the Geometry - but no Texture!!!

My OSG File:

Geode {
  DataVariance DYNAMIC
  name cube.osg
  nodeMask 0x
  cullingActive TRUE
  num_drawables 6
  Geometry {
DataVariance DYNAMIC
StateSet {
  DataVariance DYNAMIC
  rendering_hint OPAQUE_BIN
  renderBinMode INHERIT
  GL_CULL_FACE OFF
  GL_LIGHTING ON
  textureUnit 0 {
GL_TEXTURE_2D ON
Texture2D {
  DataVariance STATIC
  file images.jpg
  wrap_s CLAMP
  wrap_t CLAMP
  wrap_r CLAMP
  min_filter LINEAR_MIPMAP_LINEAR
  mag_filter LINEAR
  maxAnisotropy 1
  useHardwareMipMapGeneration TRUE
  unRefImageDataAfterApply FALSE
  internalFormatMode USE_IMAGE_DATA_FORMAT
}
  }
}
..

Some Ideas??


冯晨 wrote: 
 
 
 Hi,
I think osgUtil::optimizer::TextureVisitor should solve your problem.:)
Good luck.


 
在2008-07-09 22:53:21,ka Ming [EMAIL PROTECTED] 写道:

Hi,
I got a Probel with osg Files, the File structure looks like:
Group{
Geode{
Geometry{
StateSet{
Texture{
}
}
}
}
Geode{
Geometry{
StateSet{
Texture{
}
}
}
}
}
The problem is if I try to traverse my SceneGraph I get the names of my geodes, 
but if I check the TextureAttributeList
osg::StateSet::TextureAttributeList texAttrList = stateSet- 
getTextureAttributeList();
this list is empty. Why is this List empty, did I forget something? I want to 
access all Textures!!
Thanks
Ming



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Re: [osg-users] [osg-submissions] osgviewerQT, qt4.4.0 and .osg file

2008-07-10 Thread Johan Nouvel

Hi Robert,

Yes, it works now for QT4.4.0 and always works for QT4.3.4 , on Ubuntu 8.04.

Johan.

Robert Osfield a écrit :

Hi Johan,

Have you confirm these to work?

Robert.

On Thu, Jul 10, 2008 at 11:43 AM, Johan Nouvel
[EMAIL PROTECTED] wrote:

Hi Robert

If you think it could help, I send you a modified version of osgviewerQT.cpp
with locale forced to C.
I've only add :

#includeQtCore/QLocale

and just after main declaration :

#if USE_QT4
   QLocale::setDefault(QLocale::C);
#endif


Regards,

Johan.

--
Johan Nouvel, RD Project Manager
http://www.archivideo.com
tel : +33 (0)2 99 86 30 20
ARCHIVIDEO, 40 rue des Veyettes, 35000 RENNES, FRANCE
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Re: [osg-users] Fog problem

2008-07-10 Thread Paul Martz
 Now, I think it is normal to obtain undefined result if I 
 enable fog without set the other attributes...

If you enable fog, behavior is defined. In OpenGL, the defaults are:
  FOG_MODE is EXP
  FOG_DENSITY is 1.0
  FOG_COLOR is 0,0,0,0
  FOG_COORDINATE_SOURCE is FRAGMENT_DEPTH
I don't believe OSG changes any of these, so this should be what an OSG app
gets by simply enabling Fog.

 But I still 
 ask me why it worked until yesterday, since I introduced 
 precipitation two weeks ago!

Something else in the code must have changed.

It sounds like your app (or some library that it uses) used to set the
FOG_MODE to LINEAR, but that code got deleted or changed and you suddenly
got EXP instead, resulting in all black.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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Re: [osg-users] Fog problem

2008-07-10 Thread Jean-Sébastien Guay

Hello Eric,


Computers drive me crazy! good will be the retirment, I will breed rabits.


I don't have any input into your specific problem, but I just wanted to 
let you know you made my day with that line! My co-workers liked it too. :-)


J-S
--
__
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http://whitestar02.webhop.org/
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[osg-users] multiple texture loading of identical objects

2008-07-10 Thread Dieter Pfeffer
Hi


when I start osgViewer with e.g. 29 identical objects(.flt) , the framerate
is about 30 fps, but starting with 30 identical objects the frame rate drops
down to 1 fps. This has s.th. to do with the texture , when I press 't' the
framerate increases to 30 fps.

Is it possible to load the texture only once and not every identical object
(similar to SGI pfuDownloadTexlist) ?


Windows XP, OSG 2.3.6


Thanks

Dieter








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[osg-users] When optimizing with LOD changes, should I change UV map resolutions?

2008-07-10 Thread rpingry
Hello All,

I have been trying to get my scenes to run faster, balancing my scene graphs
using LOD.  I use quite a bit of UV mapping in my models, and they can be
fairly high res because I want them to look good up close.  There are
usually several instances of the same model in the scene, all pointing to
the same scene graph.  I was wondering about the best way to create LOD
changes for them.  I was going to cut out some polygons, but I was also
thinking of cutting the resolution back on the UV maps.  Is this valuable?
On first assessment, it seems it would be, but then I realize that it might
cause MORE of a memory usage, and the graphics card (or OSG) might be doing
this kind of optimization anyway (dropping image map resolutions based on
pixel size or whatever).  What are your recommendations?

-- Thanks for everything
 Rick
Check us out at http://fringe-online.com/
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Re: [osg-users] MFC Fullscreen With Multiple Monitors

2008-07-10 Thread spowers
Has no one run into this before? I've also tried creating a window in
MFC and using its WindowData object as the inherited window data object.
That did not work either. Any tips from anyone that has done this
before?
 
 


From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, July 07, 2008 11:41 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] MFC Fullscreen With Multiple Monitors
 
I'm having a problem with inheriting window data from an MFC window in
OSG 2.2.
 
When I run an application with a dual monitor display the application
runs and OSG starts but it starts in fullscreen mode rather than
inheriting the MFC window size and location.
 
When I run the same application on the same machine but with only a
single monitor the OSG inherits the MFC window correctly.
 
 
Is there something that I'm missing?
 
Here is the code I use to create the window (borrowed from the MFC
viewer example):
 
   // Local Variable to hold window size data
   RECT rect;
 
   // Create the viewer for this window
   mViewer = new osgViewer::Viewer();
 
    Add a Stats Handler to the viewer
   mViewer-addEventHandler(new osgViewer::StatsHandler);
 
    Get the current window size
   ::GetWindowRect(m_hWnd, rect);
 
    Init the GraphicsContext Traits
   osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
 
    Init the Windata Variable that holds the handle for the
Window to display OSG in.
   osg::ref_ptrosg::Referenced windata = new
osgViewer::GraphicsWindowWin32::WindowData(m_hWnd);
 
   // Setup the traits parameters
   traits-x = 0;
   traits-y = 0;
   traits-width = rect.right - rect.left;
   traits-height = rect.bottom - rect.top;
   traits-windowDecoration = false;
   traits-doubleBuffer = true;
   traits-sharedContext = 0;
   traits-setInheritedWindowPixelFormat = true;
   traits-inheritedWindowData = windata;
 
   // Create the Graphics Context
   osg::GraphicsContext* gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
 
   // Init a new Camera (Master for this View)
   _camera = new osg::Camera;
 
   // Assign Graphics Context to the Camera
   _camera-setGraphicsContext(gc);
 
   // Set the viewport for the Camera
   _camera-setViewport(new osg::Viewport(traits-x, traits-y,
traits-width, traits-height));
 
   // Add the Camera to the Viewer
   mViewer-addSlave(_camera.get());
 
   // Add the Camera Manipulator to the Viewer
   //mViewer-setCameraManipulator(keyswitchManipulator.get());
 
   // Set the Scene Data
   mViewer-setSceneData(mRoot.get());
 
   // Realize the Viewer
   //mViewer-getCamera()-setViewport(traits-x, traits-y,
traits-width, traits-height);
   mViewer-realize();
 
Thanks -Steve 
 
 
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Re: [osg-users] osg::Texture and stateSets

2008-07-10 Thread Stephan Maximilian Huber

ka Ming schrieb:

I am already looked at the optimizer.
But still I cannot access my Texture ;(.
stateset.getTextureAttributeList() is always null. Why? 
I can call the geode Name. I can call the Geometry - but no Texture!!!
  
Your texture is part of a stateset attached to the Geometry not to the 
Geode. query the geometry for the stateset and not the geode.


Cheers,
Stephan
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Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread rpingry
It seems that getting a driver update did the trick.  I have a pretty new
setup, so I was surprised there would be new drivers out there, but indeed
there were.

Now I do not have the growing Draw callback, but everything still shows the
orange bar across the entire screen.  I am getting 60 fps ok, so I don't get
the bar.  I am sure it is probably still a driver issue somewhere.  I still
also have these long orange bars and big spaces in my stats display I do not
understand, but atleast the performance does not degrade.

Thanks
-- Rick

On Thu, Jul 10, 2008 at 7:34 AM, Martin Naylor [EMAIL PROTECTED]
wrote:

  Hello,

 Been a while since I have posted and am just trying to catch up and rebuild
 OSG so I could be way off ;-).

 Are you running any kind of power saving options, such as cool and quiet?

 I seem to remember this happened to me when you had power saving options
 enabled and the model displaying was using particles or something like that?

 Of course that's on Windows J

 Cheers



 Martin Naylor.





 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *
 [EMAIL PROTECTED]
 *Sent:* 10 July 2008 03:43
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] The growing draw bar in the stats handler



 Some more information:



 I have noticed that this strange behavior only seems to happen on certain
 models.  In others, the orange bar fills all along the lower bar.  I
 included a picture.  Somthing I see there is that the other bars take up
 very little of the space.  I am only getting 15 fps, but most of the bar is
 empty.



 -- Rick

 On Wed, Jul 9, 2008 at 10:14 PM, [EMAIL PROTECTED] wrote:

 Something else I noticed that I thought was strange was that the orange GPU
 bar has 8 short blocks all drawn in the first frame.  I have included an
 image to show.  What does this mean?  When I look at a smaller model, the
 Orange block fills alll along the lower bar.







 On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote:

 Hello all,



 I recently added a stats handler to our game viewer.  Something I noticed
 is that if you have the stats window open, showing the bars, that the draw
 bar grows and grows.  The framerate starts dropping and gets slower.  If I
 turn the bars off, the framerate returns to 60.  When I turn the bars back
 on, the draw bar is suddenly back where it was when I turned it off, and
 starts growing again.



 I noticed this does not happen if I have a fairly trivial model, and it
 does not happen in osgviewer at all (as far as I can tell), using the same
 model I had in my game viewer.  What could I be doing wrong?



 Thanks

 -- Rick



 --
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 Check us out at http://fringe-online.com/




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Re: [osg-users] ssh and osgdem

2008-07-10 Thread J.P. Delport

Ahh,

the light went on.

I was not logged into gdm on the slaves. Once logged in, the :0.0 
$DISPLAY variable started making sense.


I never knew the $DISPLAY was so powerful. I always took X11 forwarding 
with ssh for granted.


For those who know this, excuse the excitement :)
For those on Linux, try this:

Log into your desktop, open a terminal in X and type echo $DISPLAY. 
Note the value.


Switch to a virtual terminal (text) e.g. use Ctrl-Alt-F1. Log in there 
as well and type


export DISPLAY=the value noted earlier

then run:
xeyes

The eyes would be on the local X server. (Ctrl-Alt-F7/F5)

magic :)

cheers
jp

J.P. Delport wrote:

Hi,

yes, the slaves all have NVidia cards in them. X is running on them.

What I don't understand is how osgdem (running via ssh on a remote node) 
will know to use the local (to itself) X server? Must I set up a special 
X server on the slaves?


jp

Robert Osfield wrote:

Hi JP,

osgdem requires a graphics context to enable it to do OpenGL texture
compression.

Do your slaves have a OpenGL support?

Robert.

On Thu, Jul 10, 2008 at 12:53 PM, J.P. Delport [EMAIL PROTECTED] 
wrote:

Hi,

I've set up a cluster to test out vpb. I've created a machine pool 
file and

I can now see that the master node executes e.g.:

ssh node01 osgdem --run-path /home/jpd/terrain -s build_master.source
--record-subtile-on-leaf-tiles -l 1 --task 
tasks/build_root_L0_X0_Y0.task

--log logs/build_root_L0_X0_Y0.log

(The node has access to the data, passwordless ssh works ...)

The tasks fail, so I logged into the remote node using ssh (with and 
without

-X) and ran the command manually.

I get:
No protocol specified
Error: Unable to open display :0.0.

in both cases.

I assume this is because osgdem wants to create a graphics context.

Will osgdem run with X11 forwarding? If not, how does one start a remote
process so that it has access to the X server on the node which it is
running?

thanks
jp

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Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread Jean-Sébastien Guay

Hi Rick,

Now I do not have the growing Draw callback, but everything still shows 
the orange bar across the entire screen.  I am getting 60 fps ok, so I 
don't get the bar.  I am sure it is probably still a driver issue 
somewhere.  I still also have these long orange bars and big spaces in 
my stats display I do not understand, but atleast the performance does 
not degrade.


Do you have an ATI/AMD video card by any chance? I think the GPU stats
depend on an NVidia extension, so perhaps that's how they show up when
that extension is not present...

J-S
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[osg-users] ScalarBar vertical

2008-07-10 Thread Tomas Hnilica
Hello all,

does anyone use the osgSim::ScalarBar with vertical display in HUD?
I would like to show the scalarbar vertically on the left screen side.

In the example osgscalarbar there are two ways of ScalarBar displaying, HUD one
does not show when changed to VERTICAL, the other one does not affect such
setting...

In the HUD there are some 'magic' transformations that probably works only for
horizontal scalarbar...

many thanks in advance,
Tomas







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Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread James Killian

I have ran Rick's app on my machine (using XP, dual monitors, and NVidia
6200) I did not see any of these problems.

- Original Message - 
From: Wojciech Lewandowski [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Thursday, July 10, 2008 5:00 AM
Subject: Re: [osg-users] The growing draw bar in the stats handler


 Hi Rick and Robert,

 I mentioned this problem few months ago. Happened on Windows XP and Vista.
 It seemed to dissapear with more recent NVidia drivers though (ver 169.xx
 and larger).  I don't remember exactly but I think it was present only on
 dual monitors. Do you by any chance have dual view config ?

 Cheers,
 Wojtek Lewandowski


  The short bars are probably the initial state of the bars that haven't
  been initialized yet.
 
  As for your single really long bar, this suggests that the GPU is
  stalled doing something for a very long time...
 
  It could possibly be a bug in the stats collection.  The stats
  collection has been working fine for a year now, so I don't think
  there is a problem on the OSG side, but perhaps you've uncovered a bug
  in the driver.
 
  Robert.
 
  On Thu, Jul 10, 2008 at 3:14 AM,  [EMAIL PROTECTED] wrote:
  Something else I noticed that I thought was strange was that the orange
  GPU
  bar has 8 short blocks all drawn in the first frame.  I have included
an
  image to show.  What does this mean?  When I look at a smaller model,
the
  Orange block fills alll along the lower bar.
 
 
 
  On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote:
 
  Hello all,
 
  I recently added a stats handler to our game viewer.  Something I
  noticed
  is that if you have the stats window open, showing the bars, that the
  draw
  bar grows and grows.  The framerate starts dropping and gets slower.
If
  I
  turn the bars off, the framerate returns to 60.  When I turn the bars
  back
  on, the draw bar is suddenly back where it was when I turned it off,
and
  starts growing again.
 
  I noticed this does not happen if I have a fairly trivial model, and
it
  does not happen in osgviewer at all (as far as I can tell), using the
  same
  model I had in my game viewer.  What could I be doing wrong?
 
  Thanks
  -- Rick
 
 
  --
  Rick
  Check us out at http://fringe-online.com/
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Re: [osg-users] VPB generating terrain for multiple data files

2008-07-10 Thread Robert Osfield
Hi J-S,

A third option might be to modify osgdem so it allows for non zero
default elevation. However, even this is a bit of stop gap.

Ideally should have data throughout your model to define all the
heights you require, if you have holes then all you can come if with
is an acceptable fudge for what this missing data might be.  Perhaps
the easist way to provide this fudge would be to create a single dummy
DEM that covers the entire region and matches the elevations of the
tiles you have.  The actual data would then act is a high res inserts
to this base level DEM.

Robert.

On Thu, Jul 10, 2008 at 1:52 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hello,

 I am generating a terrain database using osgdem. I have three source data
 files (GeoTiffs which have correct geospatial information), and I would like
 to generate a single terrain database from all three.

 These three files define parts of the ocean floor which are separate, and
 which have some space between them. The heights in these files is around
 -365m. osgdem creates flat (blank) geometry between the tiles, which is what
 I want, but the problem is that it creates this geometry at Z=0. So the
 terrain database looks like:

 (data)(no data)(data)
   ___Z = 0
  |   |
  |   |
 __|   |_  Z = -365


 (viewed from the side)

 Are there any ways to fix this? I can think of two off the top of my head:

 * Translate all the terrain heights up by about 365 meters, so that
 everything is near Z=0, then generate the terrain, and at run-time translate
 it back down by 365 meters.
 * Use a fake tile of data that would encompass the whole terrain and would
 be at about -365 meters everywhere, and then the three data files I have
 would be additional data (higher-res overlays, as I have seen used in some
 terrain database).

 Are there any other options? I think the second option is better, but I
 would appreciate others' points of view on this.

 Thanks,

 J-S
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Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread Rick Pingry
I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration.

James, Are you seeing the long orange bar in the stats window?

On Thu, Jul 10, 2008 at 10:23 AM, James Killian [EMAIL PROTECTED]
wrote:


 I have ran Rick's app on my machine (using XP, dual monitors, and NVidia
 6200) I did not see any of these problems.

 - Original Message -
 From: Wojciech Lewandowski [EMAIL PROTECTED]
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Thursday, July 10, 2008 5:00 AM
 Subject: Re: [osg-users] The growing draw bar in the stats handler


   Hi Rick and Robert,
 
  I mentioned this problem few months ago. Happened on Windows XP and
 Vista.
  It seemed to dissapear with more recent NVidia drivers though (ver 169.xx
  and larger).  I don't remember exactly but I think it was present only on
  dual monitors. Do you by any chance have dual view config ?
 
  Cheers,
  Wojtek Lewandowski
 
 
   The short bars are probably the initial state of the bars that haven't
   been initialized yet.
  
   As for your single really long bar, this suggests that the GPU is
   stalled doing something for a very long time...
  
   It could possibly be a bug in the stats collection.  The stats
   collection has been working fine for a year now, so I don't think
   there is a problem on the OSG side, but perhaps you've uncovered a bug
   in the driver.
  
   Robert.
  
   On Thu, Jul 10, 2008 at 3:14 AM,  [EMAIL PROTECTED] wrote:
   Something else I noticed that I thought was strange was that the
 orange
   GPU
   bar has 8 short blocks all drawn in the first frame.  I have included
 an
   image to show.  What does this mean?  When I look at a smaller model,
 the
   Orange block fills alll along the lower bar.
  
  
  
   On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote:
  
   Hello all,
  
   I recently added a stats handler to our game viewer.  Something I
   noticed
   is that if you have the stats window open, showing the bars, that the
   draw
   bar grows and grows.  The framerate starts dropping and gets slower.
 If
   I
   turn the bars off, the framerate returns to 60.  When I turn the bars
   back
   on, the draw bar is suddenly back where it was when I turned it off,
 and
   starts growing again.
  
   I noticed this does not happen if I have a fairly trivial model, and
 it
   does not happen in osgviewer at all (as far as I can tell), using the
   same
   model I had in my game viewer.  What could I be doing wrong?
  
   Thanks
   -- Rick
  
  
   --
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   Check us out at http://fringe-online.com/
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Re: [osg-users] multiple texture loading of identical objects

2008-07-10 Thread Robert Osfield
Hi Deiter,

The osgUtil::Optimizer contains a visitor dedicated to removing
duplicate state, so run the optimizer over your scene.

Also try upgrading to the latest in SVN as it has some fixes to
handling some imperfectly set DataVariance that seems to stem from
.flt loaded files.

Robert.

On Thu, Jul 10, 2008 at 2:04 PM, Dieter Pfeffer
[EMAIL PROTECTED] wrote:
 Hi


 when I start osgViewer with e.g. 29 identical objects(.flt) , the framerate
 is about 30 fps, but starting with 30 identical objects the frame rate drops
 down to 1 fps. This has s.th. to do with the texture , when I press 't' the
 framerate increases to 30 fps.

 Is it possible to load the texture only once and not every identical
 object (similar to SGI pfuDownloadTexlist) ?


 Windows XP, OSG 2.3.6


 Thanks

 Dieter








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Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread James Killian
nope

if I ever do I'll post back To me all the times I've used it... it
appeared to work flawlessly.

- Original Message - 
From: Rick Pingry [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Thursday, July 10, 2008 9:28 AM
Subject: Re: [osg-users] The growing draw bar in the stats handler


 I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration.

 James, Are you seeing the long orange bar in the stats window?

 On Thu, Jul 10, 2008 at 10:23 AM, James Killian
[EMAIL PROTECTED]
 wrote:

 
  I have ran Rick's app on my machine (using XP, dual monitors, and NVidia
  6200) I did not see any of these problems.
 
  - Original Message -
  From: Wojciech Lewandowski [EMAIL PROTECTED]
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Sent: Thursday, July 10, 2008 5:00 AM
  Subject: Re: [osg-users] The growing draw bar in the stats handler
 
 
Hi Rick and Robert,
  
   I mentioned this problem few months ago. Happened on Windows XP and
  Vista.
   It seemed to dissapear with more recent NVidia drivers though (ver
169.xx
   and larger).  I don't remember exactly but I think it was present only
on
   dual monitors. Do you by any chance have dual view config ?
  
   Cheers,
   Wojtek Lewandowski
  
  
The short bars are probably the initial state of the bars that
haven't
been initialized yet.
   
As for your single really long bar, this suggests that the GPU is
stalled doing something for a very long time...
   
It could possibly be a bug in the stats collection.  The stats
collection has been working fine for a year now, so I don't think
there is a problem on the OSG side, but perhaps you've uncovered a
bug
in the driver.
   
Robert.
   
On Thu, Jul 10, 2008 at 3:14 AM,  [EMAIL PROTECTED] wrote:
Something else I noticed that I thought was strange was that the
  orange
GPU
bar has 8 short blocks all drawn in the first frame.  I have
included
  an
image to show.  What does this mean?  When I look at a smaller
model,
  the
Orange block fills alll along the lower bar.
   
   
   
On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote:
   
Hello all,
   
I recently added a stats handler to our game viewer.  Something I
noticed
is that if you have the stats window open, showing the bars, that
the
draw
bar grows and grows.  The framerate starts dropping and gets
slower.
  If
I
turn the bars off, the framerate returns to 60.  When I turn the
bars
back
on, the draw bar is suddenly back where it was when I turned it
off,
  and
starts growing again.
   
I noticed this does not happen if I have a fairly trivial model,
and
  it
does not happen in osgviewer at all (as far as I can tell), using
the
same
model I had in my game viewer.  What could I be doing wrong?
   
Thanks
-- Rick
   
   
--
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Check us out at http://fringe-online.com/
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Re: [osg-users] When optimizing with LOD changes, should I change UV map resolutions?

2008-07-10 Thread Robert Osfield
Hi Rick,

The most efficient LOD's will be the ones created by specialist tools,
or even a decent modeller.  The aim of the lower level of details
subgraphs would be to represent the subgraph with less of everything -
less nodes, less separate state, less geometry, smaller textures,
simpler shaders etc.   The ideal would be collapsing down to a single
osg::Geode/osg::Geometry and with a single osg::StateSet and a single
Texture.Using a texture atlas is a good way to collapse separate
textures down into a single texture.  osgUtil::Optimizer has a texture
atas builder that could help with this.

Robert.

On Thu, Jul 10, 2008 at 2:08 PM,  [EMAIL PROTECTED] wrote:
 Hello All,

 I have been trying to get my scenes to run faster, balancing my scene graphs
 using LOD.  I use quite a bit of UV mapping in my models, and they can be
 fairly high res because I want them to look good up close.  There are
 usually several instances of the same model in the scene, all pointing to
 the same scene graph.  I was wondering about the best way to create LOD
 changes for them.  I was going to cut out some polygons, but I was also
 thinking of cutting the resolution back on the UV maps.  Is this valuable?
 On first assessment, it seems it would be, but then I realize that it might
 cause MORE of a memory usage, and the graphics card (or OSG) might be doing
 this kind of optimization anyway (dropping image map resolutions based on
 pixel size or whatever).  What are your recommendations?

 -- Thanks for everything
 Rick
 Check us out at http://fringe-online.com/
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Re: [osg-users] ScalarBar vertical

2008-07-10 Thread Robert Osfield
Hi Tomas,


On Thu, Jul 10, 2008 at 3:20 PM, Tomas Hnilica
[EMAIL PROTECTED] wrote:
 Hello all,

 does anyone use the osgSim::ScalarBar with vertical display in HUD?
 I would like to show the scalarbar vertically on the left screen side.

 In the example osgscalarbar there are two ways of ScalarBar displaying, HUD 
 one
 does not show when changed to VERTICAL, the other one does not affect such
 setting...

 In the HUD there are some 'magic' transformations that probably works only for
 horizontal scalarbar...

There isn't any magic going on, its the scalar bar is geometry like
any other in the OSG.  To place it in the correct place you either
need to set its initial values appropriately or position it using a
transform.

Robert.
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Re: [osg-users] VPB generating terrain for multiple data files

2008-07-10 Thread Jean-Sébastien Guay

Hi Robert,


Ideally should have data throughout your model to define all the
heights you require, if you have holes then all you can come if with
is an acceptable fudge for what this missing data might be.


I know, I know... :-) I work with what our client provided, so I have to 
fill in the gaps myself.



Perhaps
the easist way to provide this fudge would be to create a single dummy
DEM that covers the entire region and matches the elevations of the
tiles you have.  The actual data would then act is a high res inserts
to this base level DEM.


Yes, that was the second option I mentioned.

Any hints as to how to do that? I have the FWTools distribution, which 
includes all gdal binaries, but if there's another tool that I could 
use, please point me in the right direction.


Ideally, I would like the base terrain to conform to the inserts at the 
edges of said inserts, instead of having steps around the inserts... 
So the tool used would probably need to interpolate between the tiles.


I tried using gdal_merge.py, currently waiting for the terrain to 
generate from the result of that (I can't use --TERRAIN, so it takes a 
while)... But it doesn't interpolate, it just puts either NODATA or a 
value you specify.


Anyways, thanks for confirming my intuition.

J-S
--
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[osg-users] INSTALL include pdb's

2008-07-10 Thread James Killian
Is it possible to have all the pdb files copied when building the INSTALL
project?

Sure would be nice to see the symbols when I get a crash.   Thanks.
P.S.  Maybe this should be an option for those who don't want them copied

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Re: [osg-users] VPB generating terrain for multiple data files

2008-07-10 Thread Robert Osfield
On Thu, Jul 10, 2008 at 3:43 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Any hints as to how to do that?

I have never tried to create a DEM so can't help you here.
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Re: [osg-users] VPB generating terrain for multiple data files

2008-07-10 Thread Jean-Sébastien Guay

Hi all,


I have never tried to create a DEM so can't help you here.


Anybody else? I'm sure I'm not the first one to want to do this, I just 
can't find something in gdal that does this so I'd appreciate being 
pointed in the right direction.


Thanks in advance,

J-S
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Re: [osg-users] When optimizing with LOD changes, should I change UV map resolutions?

2008-07-10 Thread Paul Martz
Robert's comment regarding texture atlas usage in low-res LOD children is an
excellent suggestion.
 
Going further, your post begs the question: Do you suspect that texture
memory usage is the bottleneck to your performance? One way to test this (if
you haven't already done so) is to set the OSG environment variable to limit
the maximum texture dimension to something ridiculously small. If your app
runs faster with this setting, then texture memory usage might be causing
performance problems, and you might need to address that in some way.
 
You should keep in mind that most OpenGL device drivers are smart enough to
page out large mipmap levels when they are not in use.
 
Another thing to keep in mind is that a texture never needs to be larger
than its max representation on-screen. For example, it's pointless to have a
2kx2k texture applied to an object that will never subtend more than 500x500
pixels.
 
Hope that helps.
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, July 10, 2008 7:09 AM
To: OpenSceneGraph Users
Subject: [osg-users] When optimizing with LOD changes,should I change UV map
resolutions?


Hello All,
 
I have been trying to get my scenes to run faster, balancing my scene graphs
using LOD.  I use quite a bit of UV mapping in my models, and they can be
fairly high res because I want them to look good up close.  There are
usually several instances of the same model in the scene, all pointing to
the same scene graph.  I was wondering about the best way to create LOD
changes for them.  I was going to cut out some polygons, but I was also
thinking of cutting the resolution back on the UV maps.  Is this valuable?
On first assessment, it seems it would be, but then I realize that it might
cause MORE of a memory usage, and the graphics card (or OSG) might be doing
this kind of optimization anyway (dropping image map resolutions based on
pixel size or whatever).  What are your recommendations?

-- Thanks for everything
 Rick
Check us out at http://fringe-online.com/ 

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Re: [osg-users] VPB generating terrain for multiple data files

2008-07-10 Thread Norman Vine
Jean-Sébastien Guay writes:
 
  Ideally should have data throughout your model to define all the
  heights you require, if you have holes then all you can come if with
  is an acceptable fudge for what this missing data might be.
 
 I know, I know... :-) I work with what our client provided, 
 so I have to 
 fill in the gaps myself.

The way we do this in ossimPlanet is to use a global dem
with highres inserts.

We use srtm30_plus for this

This older thread might help
http://osgcvs.no-ip.com/osgarchiver/archives/December2004/0756.html

Norman

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Re: [osg-users] osg::Texture and stateSets

2008-07-10 Thread Alberto Luaces
Hi,

El Jueves 10 Julio 2008ES 14:48:48 ka Ming escribió:
 Hi,
 I am already looked at the optimizer.
 But still I cannot access my Texture ;(.
 stateset.getTextureAttributeList() is always null. Why?
 I can call the geode Name. I can call the Geometry - but no Texture!!!


I'm having a similar problem. First I developed my own visitor, but then I 
used osgUtil::Optimizer::TextureVisitor, but the method apply(osg::Texture 
texture) is never called. Short code below:

class ImageVisitor2: public osgUtil::Optimizer::TextureVisitor
{
   public:
  std::setosg::Image* images;
  
  ImageVisitor2(): osgUtil::Optimizer::TextureVisitor(true, true, true, 
true, true, 0.0)
  {}
  void apply(osg::Texture texture)
  {
 images.insert(texture.getImage(0));
  }
  void escribirImagenes()
  {
 for_each(images.begin(), images.end(), imagenToDisk);
  }
};


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Re: [osg-users] When optimizing with LOD changes, should I change UV map resolutions?

2008-07-10 Thread Rick Pingry
Wow, the ability to limit the maximum texture memory sounds like it would
really help.  What/where might I find that environment variable?

-- Rick

On Thu, Jul 10, 2008 at 11:26 AM, Paul Martz [EMAIL PROTECTED] wrote:

  Robert's comment regarding texture atlas usage in low-res LOD children is
 an excellent suggestion.

 Going further, your post begs the question: Do you suspect that texture
 memory usage is the bottleneck to your performance? One way to test this (if
 you haven't already done so) is to set the OSG environment variable to limit
 the maximum texture dimension to something ridiculously small. If your app
 runs faster with this setting, then texture memory usage might be causing
 performance problems, and you might need to address that in some way.

 You should keep in mind that most OpenGL device drivers are smart enough to
 page out large mipmap levels when they are not in use.

 Another thing to keep in mind is that a texture never needs to be larger
 than its max representation on-screen. For example, it's pointless to have a
 2kx2k texture applied to an object that will never subtend more than 500x500
 pixels.

 Hope that helps.
-Paul


  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *
 [EMAIL PROTECTED]
 *Sent:* Thursday, July 10, 2008 7:09 AM
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] When optimizing with LOD changes,should I change UV
 map resolutions?

   Hello All,

 I have been trying to get my scenes to run faster, balancing my scene
 graphs using LOD.  I use quite a bit of UV mapping in my models, and they
 can be fairly high res because I want them to look good up close.  There are
 usually several instances of the same model in the scene, all pointing to
 the same scene graph.  I was wondering about the best way to create LOD
 changes for them.  I was going to cut out some polygons, but I was also
 thinking of cutting the resolution back on the UV maps.  Is this valuable?
 On first assessment, it seems it would be, but then I realize that it might
 cause MORE of a memory usage, and the graphics card (or OSG) might be doing
 this kind of optimization anyway (dropping image map resolutions based on
 pixel size or whatever).  What are your recommendations?

 -- Thanks for everything
  Rick
 Check us out at http://fringe-online.com/


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-- 
 Rick
Check us out at http://fringe-online.com/
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Re: [osg-users] RE : multitextureing coordinates

2008-07-10 Thread Jason Daly

Peter Wraae Marino wrote:

Hi Franclin,
 
Yea doing it using a shader is easier and more flexible, but is there 
a reason why we don't get access to do multitexture coordinates?
 
Jasons suggestion: osg::Geometry::setTexCoordArray() is not for 
multitexture coordinates, so I can't really use that.


I use it for multitexture coordinates all of the time.   Why would you 
think it doesn't work?


--J

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Re: [osg-users] When optimizing with LOD changes, should I change UV map resolutions?

2008-07-10 Thread Robert Osfield
On Thu, Jul 10, 2008 at 5:13 PM, Rick Pingry [EMAIL PROTECTED] wrote:
 Wow, the ability to limit the maximum texture memory sounds like it would
 really help.  What/where might I find that environment variable?

You can list the env vars by doing:

   osgviewer --help-env

One of the entries will be:

  OSG_MAX_TEXTURE_SIZE   Set the maximum size of textures.


So you do something like:

  set OSG_MAX_TEXTURE_SIZE=64
  myapp mymodel.fmt

Robert.
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Re: [osg-users] RE : multitextureing coordinates

2008-07-10 Thread Peter Wraae Marino
Hi Jason,

Yes it does work.. just fine.

thanks,
Peter

On Thu, Jul 10, 2008 at 6:05 PM, Jason Daly [EMAIL PROTECTED] wrote:

 Peter Wraae Marino wrote:

 Hi Franclin,
  Yea doing it using a shader is easier and more flexible, but is there a
 reason why we don't get access to do multitexture coordinates?
  Jasons suggestion: osg::Geometry::setTexCoordArray() is not for
 multitexture coordinates, so I can't really use that.


 I use it for multitexture coordinates all of the time.   Why would you
 think it doesn't work?

 --J


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-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
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Re: [osg-users] When optimizing with LOD changes, should I change UV map resolutions?

2008-07-10 Thread Paul Martz
The OSG Ref Man v2.2 (www.osgbooks.com) has a complete reference of OSG
environment variables. The one you want is OSG_MAX_TEXTURE_SIZE.
   -Paul

 




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick Pingry
Sent: Thursday, July 10, 2008 10:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] When optimizing with LOD changes,should I
change UV map resolutions?


Wow, the ability to limit the maximum texture memory sounds like it
would really help.  What/where might I find that environment variable?
 
-- Rick


On Thu, Jul 10, 2008 at 11:26 AM, Paul Martz
[EMAIL PROTECTED] wrote:


Robert's comment regarding texture atlas usage in low-res
LOD children is an excellent suggestion.
 
Going further, your post begs the question: Do you suspect
that texture memory usage is the bottleneck to your performance? One way to
test this (if you haven't already done so) is to set the OSG environment
variable to limit the maximum texture dimension to something ridiculously
small. If your app runs faster with this setting, then texture memory usage
might be causing performance problems, and you might need to address that in
some way.
 
You should keep in mind that most OpenGL device drivers are
smart enough to page out large mipmap levels when they are not in use.
 
Another thing to keep in mind is that a texture never needs
to be larger than its max representation on-screen. For example, it's
pointless to have a 2kx2k texture applied to an object that will never
subtend more than 500x500 pixels.
 
Hope that helps.
   -Paul
 




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, July 10, 2008 7:09 AM
To: OpenSceneGraph Users
Subject: [osg-users] When optimizing with LOD
changes,should I change UV map resolutions?


Hello All,
 
I have been trying to get my scenes to run faster,
balancing my scene graphs using LOD.  I use quite a bit of UV mapping in my
models, and they can be fairly high res because I want them to look good up
close.  There are usually several instances of the same model in the scene,
all pointing to the same scene graph.  I was wondering about the best way to
create LOD changes for them.  I was going to cut out some polygons, but I
was also thinking of cutting the resolution back on the UV maps.  Is this
valuable?  On first assessment, it seems it would be, but then I realize
that it might cause MORE of a memory usage, and the graphics card (or OSG)
might be doing this kind of optimization anyway (dropping image map
resolutions based on pixel size or whatever).  What are your
recommendations?

-- Thanks for everything
 Rick
Check us out at http://fringe-online.com/ 


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-- 
 Rick
Check us out at http://fringe-online.com/ 


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Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread Rick Pingry
Yes indeed, disabling SLI returned by bars to normal.

That reminds me.  As we are making this game, and hoping someday to
distribute it, is there some information we should distribute about cards
that work well / do not work well with OSG?  Perhaps this is actually an
OpenGL thing and there is some kind of OpenGL resource?

Thanks
-- Rick

On Thu, Jul 10, 2008 at 10:38 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 On Thu, Jul 10, 2008 at 3:28 PM, Rick Pingry [EMAIL PROTECTED]
 wrote:
  I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration.
 
  James, Are you seeing the long orange bar in the stats window?

 Could you disable the SLI and see what happens.

 Robert.
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[osg-users] PAT scale and addchild

2008-07-10 Thread Vincent Bourdier
Hi all,

Just a little question :

I have a PAT with a setScale() aldeady done and a child.

I want to add an other child to this PAT. Will this child be scaled ? no ?

thanks.

Regard,

Vincent.
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[osg-users] --subtile option for osgdem working?

2008-07-10 Thread Nolan Wester
Greetings,

Is the --subtile option for osgdem working properly? It seems to be
counting incorrectly when I use it. For example, --subtile 2 0 0
generates only one tile when in fact there should be subtiles 2 0 1, 2
0 2, 2 1 0, ... Using --subtile 1 0 0 ends up generating more tiles
for level 2 but even that misses some.

This is with osgdem 0.9.8

Thank you,
Nolan
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Re: [osg-users] PAT scale and addchild

2008-07-10 Thread Will Dicharry
Yes, it will be scaled. The transformation applies to all children of 
the PAT, regardless of when they are added.


--Will

Vincent Bourdier wrote:

Hi all,

Just a little question :

I have a PAT with a setScale() aldeady done and a child.

I want to add an other child to this PAT. Will this child be scaled ? no ?

thanks.

Regard,

Vincent.


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--
Will Dicharry
Stellar Science Ltd Co



smime.p7s
Description: S/MIME Cryptographic Signature
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Re: [osg-users] animated 3d model loading

2008-07-10 Thread Vladimir Shabanov
2008/7/9 Mark Henderson [EMAIL PROTECTED]:
 Is there a better place to get osgCAL then http://osgcal.sourceforge.net/?

 The site there hasn't been touched since May 2007, I'm hoping there's a more
 recent version.

I didn't updated the site for a while but osgCal is still alive. There
are no downloadable release yet. The current svn version is quite
stable and I recommend it for use.
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Re: [osg-users] Weird driver problems?

2008-07-10 Thread Gordon Tomlinson
A little note on automatic updates on Video drivers, they are typically
quite OLD, take the one for my 8800 the automatic  update wanted to place a
9/2007 on my machine yet I have a 4/2008 driver already installed...

Note sure what MS are upto...


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Thursday, July 10, 2008 2:56 PM
To: OpenSceneGraph Users
Subject: [osg-users] Weird driver problems?

Hello,

We've started seeing something weird on some of our machines, and I'd just
like to know if someone else has seen this. These issues started happening
today.

Setup: Windows XP, GeForce 7800 GTX and 8800 GT, OSG 2.2 and 2.4, two
screens in Dual View mode.

Issues:
1. Starting osgviewer with any model gives weird geometry problems (large
polygons sticking out, see screenshot) 2. Our own apps (still using OSG 2.2)
crash on start, when drawing the first frame, and it appears that it crashes
in the graphics driver (nvoglnt.dll).

The weird thing: switching from Dual View mode to Horizontal Span mode
fixes both these issues.

Our current theory is that some automatic windows update that got installed
a day or two ago changed something that caused a new bug related to the
graphics driver. Perhaps a threading mode change, or whatever. The people
who have disabled automatic updates don't have the problem, so there seems
to be a correlation. If that's right, the next NVidia driver version might
magically fix it (by working around the new bug).

Has anyone else seen this?

J-S
--
__
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 http://whitestar02.webhop.org/


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Re: [osg-users] --subtile option for osgdem working?

2008-07-10 Thread Robert Osfield
Hi Nolan,

The sutile parameters is used during distributed/incremental builds
run by vpbmaster, it's not something you will use in normal osgdem
usage.

Robert.

On Thu, Jul 10, 2008 at 6:41 PM, Nolan Wester [EMAIL PROTECTED] wrote:
 Greetings,

 Is the --subtile option for osgdem working properly? It seems to be
 counting incorrectly when I use it. For example, --subtile 2 0 0
 generates only one tile when in fact there should be subtiles 2 0 1, 2
 0 2, 2 1 0, ... Using --subtile 1 0 0 ends up generating more tiles
 for level 2 but even that misses some.

 This is with osgdem 0.9.8

 Thank you,
 Nolan
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Re: [osg-users] Weird driver problems?

2008-07-10 Thread Jean-Sébastien Guay

Hi Gordon,


A little note on automatic updates on Video drivers, they are typically
quite OLD, take the one for my 8800 the automatic  update wanted to place a
9/2007 on my machine yet I have a 4/2008 driver already installed...


No, no, I didn't mean automatic update to the graphics driver, I meant 
automatic update to Windows itself, possibly triggering a bug related to 
the graphics driver. It's just a theory of course.


We don't do any automatic updating of the graphics driver, of course, as 
 that's a bit more risky...


Thanks,

J-S
--
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Re: [osg-users] Weird driver problems?

2008-07-10 Thread Wojciech Lewandowski
Hi J-S,

It looks bit like the issue I strrugled with. I am not sure if my
workaround - repeating makeCurrent - was added before 2.4 release or after
it. Certainly 2.2 is not safe.

You may check if bool GraphicsWindowWin32::makeCurrentImplementation() looks
like this:


bool GraphicsWindowWin32::makeCurrentImplementation()
{
if (!_realized)
{
reportErrorForScreen(GraphicsWindowWin32::makeCurrentImplementation
() - Window not realized; cannot do makeCurrent., _traits-screenNum, 0);
return false;
}

// 2008/05/12
// Workaround for Bugs in NVidia drivers for windows XP / multithreaded
/ dualview / multicore CPU
// affects GeForce 6x00, 7x00, 8x00 boards (others were not tested)
driver versions 174.xx - 175.xx
// pre 174.xx had other issues so reverting is not an option
(statitistics, fbo)
// drivers release 175.16 is the latest currently available
//
// When using OpenGL in threaded app ( main thread sets up context /
renderer thread draws using it )
// first wglMakeCurrent seems to not work right and screw OpenGL context
driver data:
// 1: succesive drawing shows a number of artifacts in TriangleStrips
and TriangleFans
// 2: weird behaviour of FramBufferObjects (glGenFramebuffer generates
already generated ids ...)
// Looks like repeating wglMakeCurrent call fixes all these issues
// wglMakeCurrent call can impact performance so I try to minimize
number of
// wglMakeCurrent calls by checking current HDC and GL context
// and repeat wglMakeCurrent only when they change for current thread

if( ::wglGetCurrentDC() != _hdc ||
::wglGetCurrentContext() != _hglrc )
{
if (!::wglMakeCurrent(_hdc, _hglrc))
{
reportErrorForScreen(GraphicsWindowWin32::makeCurrentImplementa
tion() - Unable to set current OpenGL rendering context,
_traits-screenNum, ::GetLastError());
return false;
}
}

if (!::wglMakeCurrent(_hdc, _hglrc))
{
reportErrorForScreen(GraphicsWindowWin32::makeCurrentImplementation
() - Unable to set current OpenGL rendering context, _traits-screenNum,
::GetLastError());
return false;
}

return true;
}



Cheers,
Wojtek Lewandowski

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
Jean-Sébastien Guay
Sent: Thursday, July 10, 2008 8:56 PM
To: OpenSceneGraph Users
Subject: [osg-users] Weird driver problems?


Hello,

We've started seeing something weird on some of our machines, and I'd
just like to know if someone else has seen this. These issues started
happening today.

Setup: Windows XP, GeForce 7800 GTX and 8800 GT, OSG 2.2 and 2.4, two
screens in Dual View mode.

Issues:
1. Starting osgviewer with any model gives weird geometry problems
(large polygons sticking out, see screenshot)
2. Our own apps (still using OSG 2.2) crash on start, when drawing the
first frame, and it appears that it crashes in the graphics driver
(nvoglnt.dll).

The weird thing: switching from Dual View mode to Horizontal Span mode
fixes both these issues.

Our current theory is that some automatic windows update that got
installed a day or two ago changed something that caused a new bug
related to the graphics driver. Perhaps a threading mode change, or
whatever. The people who have disabled automatic updates don't have the
problem, so there seems to be a correlation. If that's right, the next
NVidia driver version might magically fix it (by working around the new
bug).

Has anyone else seen this?

J-S
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Re: [osg-users] Weird driver problems?

2008-07-10 Thread Jean-Sébastien Guay

Hello Wojtek,


It looks bit like the issue I strrugled with. I am not sure if my
workaround - repeating makeCurrent - was added before 2.4 release or after
it. Certainly 2.2 is not safe.


I agree, it looks like that issue, I remember it now. But why would it 
have appeared now, when a few days ago all was well? That's the weird thing.


I think I'll keep an eye on gaming message boards and see if people 
start reporting something similar...


J-S
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Re: [osg-users] Weird driver problems?

2008-07-10 Thread Wojciech Lewandowski
Hi J-S,

If you are 100 % sure it was windows Update,  you may try System restore and
see if it reverts the issue.  Let me know if you find additional facts.

Wojtek

-Original Message-
From: Jean-Sébastien Guay [mailto:[EMAIL PROTECTED]
Sent: Thursday, July 10, 2008 9:32 PM
To: [EMAIL PROTECTED]; OpenSceneGraph Users
Subject: Re: [osg-users] Weird driver problems?


Hello Wojtek,

 It looks bit like the issue I strrugled with. I am not sure if my
 workaround - repeating makeCurrent - was added before 2.4 release or after
 it. Certainly 2.2 is not safe.

I agree, it looks like that issue, I remember it now. But why would it
have appeared now, when a few days ago all was well? That's the weird thing.

I think I'll keep an eye on gaming message boards and see if people
start reporting something similar...

J-S
--
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 http://whitestar02.webhop.org/

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Re: [osg-users] Cygwin compiled version from Svn will only load and convert osg files and not gif files - any thoughts?

2008-07-10 Thread Brian Keener
Alberto Luaces wrote:
  Any thoughts why no data is loaded - other programs on the system
  (Windows XP but running osg in Cygwin) seem to recognize it as a gif.
 
 osgconv only works with 3D data files. osgviewer also expects a 3D file, but 
 if you use the --image option, it will create a textured quad with the 
 image in order to show it to you on the screen.

Whoo hoo,

Maybe I'm getting some where.  Thanks Alberto.  If I use osgviewer to test and 
use the --image and display a jpg or gif or bmp file then osgViewer terminates 
normally but if I try to display an osg file (without the --image option) then 
I get the hang.  If I use the --image option on the osg file I get no data 
loaded so 1) is there an option similar to the --image that might limit what 
we 
are attempting to do to the osg file or how we would display it.  It may be a 
far jump but my thoughts are this leads us down the path that it there is 
possibly something either in the osg plugin or more likely - the 3d 
functionality and the extra logic and threads needed to accomplish the 3d 
display.

Thoughts

bk










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[osg-users] RE : Re: RE : multitexturing coordinates

2008-07-10 Thread Franclin Foping
Hi Peter,
 You can achieve a multitexture effect quite easily again look at my tutorials. 
The problem is all about defining the geometry of objects yourself and in order 
to do this you will need to rely on the geometry class.
 But for shape drawable, geometry information is hidden to clients (and I don't 
know why but I suspect performance issues) that is why you need to use shaders 
for them. Because by making use of shaders you are actually changing the 
graphics pipeline. 
Talk to you soon.
 F.

Jason Daly [EMAIL PROTECTED] a écrit : Peter Wraae Marino wrote:
 Hi Franclin,
  
 Yea doing it using a shader is easier and more flexible, but is there 
 a reason why we don't get access to do multitexture coordinates?
  
 Jasons suggestion: osg::Geometry::setTexCoordArray() is not for 
 multitexture coordinates, so I can't really use that.

I use it for multitexture coordinates all of the time.   Why would you 
think it doesn't work?

--J

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Re: [osg-users] Old Windows Binaries Problem.

2008-07-10 Thread Philip Lowman
On Thu, Jul 10, 2008 at 4:11 AM, Ümit Uzun [EMAIL PROTECTED] wrote:

 Hi All,

 I setup the osg2.0.0_vs71_setup_2007-06-19 version on my system but in
 include folder there is no osgViewer folder. Is it normal? I download
 3rdPartyDependencies and osg2.0_vs71 but there is some problem about
 osgViewer include folder. So when I compile my program on VS2003, debugger
 alert me with 'fatal error C1083: Cannot open include file:
 'osgViewer/Viewer': No such file or directory ' messages.
 Thanks so much.


Yeah I noticed the same thing when I tried building against the OSG 2.0.0
prebuilt win32 binaries a long time ago, I'm guessing it was just a
packaging bug.  If you must have 2.0.0 you can probably solve it by
downloading the header files for osgViewer from the OSG 2.0.0 source release
and copying them to the proper location in your OSG prefix.

I highly recommend just using OSG 2.4.0 instead though if you can.


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Re: [osg-users] INSTALL include pdb's

2008-07-10 Thread James Killian


Hmmm no one has responded... I can figure out where in cmake to make the 
change, if I add it would anyone have any objections?

(If no one responds... I'll assume its fine to add)

James Killian
- Original Message - 
From: James Killian [EMAIL PROTECTED]

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Thursday, July 10, 2008 10:12 AM
Subject: [osg-users] INSTALL include pdb's



Is it possible to have all the pdb files copied when building the INSTALL
project?

Sure would be nice to see the symbols when I get a crash.   Thanks.
P.S.  Maybe this should be an option for those who don't want them copied

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Re: [osg-users] INSTALL include pdb's

2008-07-10 Thread Philip Lowman
On Thu, Jul 10, 2008 at 10:40 PM, James Killian [EMAIL PROTECTED]
wrote:


 Hmmm no one has responded... I can figure out where in cmake to make the
 change, if I add it would anyone have any objections?
 (If no one responds... I'll assume its fine to add)


I believe you'll want to have a look at the INSTALL(FILES...) and/or
ADD_CUSTOM_COMMAND(TARGET foo POST_BUILD COMMAND) commands as
possibilities.  If you end up needing ADD_CUSTOM_COMMAND consider using
cmake -E copy_if_different instead of copy.  I'm out of town and don't
have access to a VS development environment otherwise I think I could come
up with something for you.

This may also not be a bad feature to add to CMake itself if simply
deploying the PDB files alongside the debug DLL file buys you this
functionality.

-- 
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Re: [osg-users] Cygwin compiled version from Svn will only load and convert osg files and not gif files - any thoughts?

2008-07-10 Thread Jean-Sébastien Guay

Hello Brian,

It may be a 
far jump but my thoughts are this leads us down the path that it there is 
possibly something either in the osg plugin or more likely - the 3d 
functionality and the extra logic and threads needed to accomplish the 3d 
display.


You seem to think that osgviewer with or without --image does radically 
different things... It doesn't. It's the same viewer, the same setup. It 
will detect and use the same thread config, etc. When you do


osgviewer --image bob.jpg

it creates a quad (in 3D space) and maps your image onto it as a 
texture. So it's still displaying a model in 3D. Yes, it may be the .osg 
loader, but it may be something totally unrelated. You just haven't 
presented enough information to be able to make that call at this point.


I think you just need to start with basics. Compile OSG and osgviewer in 
debug mode, start it in gdb and recreate your crash on exit. That will 
give you a stack trace. From that you can try to debug further or post 
the trace here to see if we can spot something. (note that getting a 
stack trace is the first step to debug any crash)


J-S
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Re: [osg-users] RE : Re: RE : multitexturing coordinates

2008-07-10 Thread Jean-Sébastien Guay

Hello Franclin,

But for shape drawable, geometry information is hidden to clients (and 
I don't know why but I suspect performance issues) that is why you need 
to use shaders for them.


Well actually the Shape / ShapeDrawable classes were originally designed 
as simple debugging tools, so little thought was put into their design. 
They're just implemented as simple display lists with little 
customization possible, and no access to the internals. If you want to 
do any serious geometry with any acceptable level of control, you'll 
want to use osg::Geometry and define the vertices yourself.


One side of the coin:
---
I had suggested to Robert that I could reimplement the Shape / 
ShapeDrawable classes using an underlying osg::Geometry, so that they 
would behave as they do now but offer more control if needed (probably 
as it should have been done right from the beginning). He was open to 
this, but I haven't had time to do it yet.


The other side of the coin:
-
Do you know how easy it is to download Blender, create a sphere, save it 
and load it up with OSG? And when you do, it will be a full-fledged 
osg::Geometry and you will have total control over it. If you use the 
osg exporter for Blender you can even edit the .osg file and make sure 
it's structured exactly how you want it.


I generally favor using data for everything (as much as possible / 
reasonable) as opposed to hard-coding things, since later it's much 
easier to replace the sphere model by something else if it's a model 
file than if I have to open the project, find the relevant code, change 
it, compile it, test it...


This is just my opinion though, and the Shape / ShapeDrawable classes 
still have uses, which is why I still want to do what I mentioned above, 
someday. :-)


Hope this clears things up.

J-S
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Re: [osg-users] INSTALL include pdb's

2008-07-10 Thread James Killian

Thanks for response... I'll look into that... but first there is a bigger 
problem with osgviewer.  I'll have to double check, but by default the 
Applications osgviewer and osgViewer (dll) writing the same pdb file to the 
same place, and guess which one get overwritten (No windows does not allow case 
sensitive duplicate files)...  Yep the DLL one, the one I need to see in my 
call stack crash.  G 

I think the Application osgviewer project name should be renamed, or these .exe 
files build their pdbs to a different folder (preferably renamed).  Can someone 
verify this is a legitimate problem... thanks.
Jean?

James Killian
  - Original Message - 
  From: Philip Lowman 
  To: OpenSceneGraph Users 
  Sent: Thursday, July 10, 2008 9:52 PM
  Subject: Re: [osg-users] INSTALL include pdb's


  On Thu, Jul 10, 2008 at 10:40 PM, James Killian [EMAIL PROTECTED] wrote:


Hmmm no one has responded... I can figure out where in cmake to make the 
change, if I add it would anyone have any objections?
(If no one responds... I'll assume its fine to add)

  I believe you'll want to have a look at the INSTALL(FILES...) and/or 
ADD_CUSTOM_COMMAND(TARGET foo POST_BUILD COMMAND) commands as possibilities.  
If you end up needing ADD_CUSTOM_COMMAND consider using cmake -E 
copy_if_different instead of copy.  I'm out of town and don't have access to 
a VS development environment otherwise I think I could come up with something 
for you.

  This may also not be a bad feature to add to CMake itself if simply deploying 
the PDB files alongside the debug DLL file buys you this functionality.


  -- 
  Philip Lowman 


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Re: [osg-users] Cygwin compiled version from Svn will only load and convert osg files and not gif files - any thoughts?

2008-07-10 Thread Brian Keener
Jean-Sébastien Guay wrote:
  It may be a 
  far jump but my thoughts are this leads us down the path that it there is 
  possibly something either in the osg plugin or more likely - the 3d 
  functionality and the extra logic and threads needed to accomplish the 3d 
  display.
 
 You seem to think that osgviewer with or without --image does radically 
 different things... It doesn't. It's the same viewer, the same setup. It 
 will detect and use the same thread config, etc. When you do
 
 osgviewer --image bob.jpg
 
 it creates a quad (in 3D space) and maps your image onto it as a 
 texture. So it's still displaying a model in 3D.

You are correct I was thinking there was a major difference - dang - back to 
the grind stone :-(

 Yes, it may be the .osg 
 loader, but it may be something totally unrelated. You just haven't 
 presented enough information to be able to make that call at this point.

I thought it was too big a jump and it was :-(
 
 I think you just need to start with basics. Compile OSG and osgviewer in 
 debug mode, start it in gdb and recreate your crash on exit. That will 
 give you a stack trace. From that you can try to debug further or post 
 the trace here to see if we can spot something. (note that getting a 
 stack trace is the first step to debug any crash)

I've been doing that all along (using gdb) but the backtraces don't seem to 
show what is holding up the program closing.  The final error from gdb is (as 
best I recall late a night) a SIGINT due to a timeout waiting on a close while 
it is trying to close the osg plugin but I will get the exact.

bk



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Re: [osg-users] PAT scale and addchild

2008-07-10 Thread Vincent Bourdier
Thanks a lot.

Regards,

Vincent.

2008/7/10 Will Dicharry [EMAIL PROTECTED]:

 Yes, it will be scaled. The transformation applies to all children of the
 PAT, regardless of when they are added.

 --Will

 Vincent Bourdier wrote:

 Hi all,

 Just a little question :

 I have a PAT with a setScale() aldeady done and a child.

 I want to add an other child to this PAT. Will this child be scaled ? no ?

 thanks.

 Regard,

 Vincent.
 

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Re: [osg-users] RE : Re: RE : multitexturing coordinates

2008-07-10 Thread Peter Wraae Marino
Hi Franclin,

yes shaders is better.. . but I wanted to solve this using old
multitexturing method. I have succesfully done this and it works
just fine on my quad (which of course if from the geometry class).

doing it using a shader is not a problem (actually easier for me).. but like
I said I purposely wanted to use the above method without
shaders.

regards,
Peter

On Fri, Jul 11, 2008 at 12:00 AM, Franclin Foping [EMAIL PROTECTED] wrote:

 Hi Peter,
  You can achieve a multitexture effect quite easily again look at my
 tutorials. The problem is all about defining the geometry of objects
 yourself and in order to do this you will need to rely on the geometry
 class.
  But for shape drawable, geometry information is hidden to clients (and I
 don't know why but I suspect performance issues) that is why you need to use
 shaders for them. Because by making use of shaders you are actually changing
 the graphics pipeline.
 Talk to you soon.
  F.

 *Jason Daly [EMAIL PROTECTED]* a écrit :

 Peter Wraae Marino wrote:
  Hi Franclin,
 
  Yea doing it using a shader is easier and more flexible, but is there
  a reason why we don't get access to do multitexture coordinates?
 
  Jasons suggestion: osg::Geometry::setTexCoordArray() is not for
  multitexture coordinates, so I can't really use that.

 I use it for multitexture coordinates all of the time. Why would you
 think it doesn't work?

 --J

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[osg-users] GPU stats on ATI Cards.

2008-07-10 Thread om

hi all,

I am facing a problem with statistics display in ATI cards. The GPU time 
isn't getting displayed if I am running with ATI cards where as there is 
no such issue with NVDIA cards. Is this a known issue? Is there a way in 
which I can get around ?


Thanks

Om
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